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Polaris sync
This commit is contained in:
@@ -1342,10 +1342,12 @@ proc/admin_notice(var/message, var/rights)
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if (H.paralysis == 0)
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H.paralysis = 8000
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msg = "has paralyzed [key_name(H)]."
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log_and_message_admins(msg)
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else
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H.paralysis = 0
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msg = "has unparalyzed [key_name(H)]."
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log_and_message_admins(msg)
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if(alert(src, "[key_name(H)] is paralyzed, would you like to unparalyze them?",,"Yes","No") == "Yes")
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H.paralysis = 0
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msg = "has unparalyzed [key_name(H)]."
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log_and_message_admins(msg)
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/datum/admins/proc/set_tcrystals(mob/living/carbon/human/H as mob)
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set category = "Debug"
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set name = "Set Telecrystals"
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@@ -81,6 +81,7 @@ var/list/admin_verbs_admin = list(
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/client/proc/man_up,
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/client/proc/global_man_up,
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/client/proc/response_team, // Response Teams admin verb,
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/client/proc/trader_ship, // Trader ship admin verb,
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/client/proc/toggle_antagHUD_use,
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/client/proc/toggle_antagHUD_restrictions,
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/client/proc/allow_character_respawn, // Allows a ghost to respawn ,
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@@ -892,9 +892,9 @@
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if (ticker && ticker.mode)
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return alert(usr, "The game has already started.", null, null, null, null)
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master_mode = href_list["c_mode2"]
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log_admin("[key_name(usr)] set the mode as [master_mode].")
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message_admins("\blue [key_name_admin(usr)] set the mode as [master_mode].", 1)
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world << "\blue <b>The mode is now: [master_mode]</b>"
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log_admin("[key_name(usr)] set the mode as [config.mode_names[master_mode]].")
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message_admins("\blue [key_name_admin(usr)] set the mode as [config.mode_names[master_mode]].", 1)
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world << "\blue <b>The mode is now: [config.mode_names[master_mode]]</b>"
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Game() // updates the main game menu
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world.save_mode(master_mode)
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.(href, list("c_mode"=1))
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@@ -349,111 +349,146 @@ Traitors and the like can also be revived with the previous role mostly intact.
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/N */
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/client/proc/respawn_character()
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set category = "Special Verbs"
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set name = "Respawn Character"
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set desc = "Respawn a person that has been gibbed/dusted/killed. They must be a ghost for this to work and preferably should not have a body to go back into."
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set name = "Spawn Character"
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set desc = "(Re)Spawn a client's loaded character."
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if(!holder)
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src << "Only administrators may use this command."
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return
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var/input = ckey(input(src, "Please specify which key will be respawned.", "Key", ""))
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if(!input)
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//I frontload all the questions so we don't have a half-done process while you're reading.
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var/client/picked_client = input(src, "Please specify which client's character to spawn.", "Client", "") as null|anything in clients
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if(!picked_client)
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return
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var/mob/observer/dead/G_found
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for(var/mob/observer/dead/G in player_list)
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if(G.ckey == input)
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G_found = G
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break
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if(!G_found)//If a ghost was not found.
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usr << "<font color='red'>There is no active key like that in the game or the person is not currently a ghost.</font>"
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var/location = alert(src,"Please specify where to spawn them.", "Location", "Right Here", "Arrivals", "Cancel")
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if(!location)
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return
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var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
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var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character.
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if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
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/*Try and locate a record for the person being respawned through data_core.
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This isn't an exact science but it does the trick more often than not.*/
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var/id = md5("[G_found.real_name][G_found.mind.assigned_role]")
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for(var/datum/data/record/t in data_core.locked)
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if(t.fields["id"]==id)
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record_found = t//We shall now reference the record.
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break
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if(record_found)//If they have a record we can determine a few things.
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new_character.real_name = record_found.fields["name"]
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new_character.gender = record_found.fields["sex"]
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new_character.age = record_found.fields["age"]
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new_character.b_type = record_found.fields["b_type"]
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var/announce = alert(src,"Announce as if they had just arrived?", "Announce", "Yes", "No", "Cancel")
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if(announce == "Cancel")
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return
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else if(announce == "Yes") //Too bad buttons can't just have 1/0 values and different display strings
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announce = 1
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else
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new_character.gender = pick(MALE,FEMALE)
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var/datum/preferences/A = new()
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A.randomize_appearance_and_body_for(new_character)
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new_character.real_name = G_found.real_name
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announce = 0
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if(!new_character.real_name)
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if(new_character.gender == MALE)
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new_character.real_name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
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var/inhabit = alert(src,"Put the person into the spawned mob?", "Inhabit", "Yes", "No", "Cancel")
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if(inhabit == "Cancel")
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return
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else if(inhabit == "Yes")
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inhabit = 1
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else
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inhabit = 0
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//Name matching is ugly but mind doesn't persist to look at.
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var/charjob
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var/records
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var/datum/data/record/record_found
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record_found = find_general_record("name",picked_client.prefs.real_name)
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//Found their record, they were spawned previously
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if(record_found)
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var/samejob = alert(src,"Found [picked_client.prefs.real_name] in data core. They were [record_found.fields["real_rank"]] this round. Assign same job? They will not be re-added to the manifest/records, either way.","Previously spawned","Yes","Assistant","No")
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if(samejob == "Yes")
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charjob = record_found.fields["real_rank"]
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else if(samejob == "Assistant")
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charjob = "Assistant"
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else
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records = alert(src,"No data core entry detected. Would you like add them to the manifest, and sec/med/HR records?","Records","Yes","No","Cancel")
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if(records == "Cancel")
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return
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if(records == "Yes")
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records = 1
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else
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new_character.real_name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
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new_character.name = new_character.real_name
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records = 0
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if(G_found.mind && !G_found.mind.active)
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G_found.mind.transfer_to(new_character) //be careful when doing stuff like this! I've already checked the mind isn't in use
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new_character.mind.special_verbs = list()
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else
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new_character.mind_initialize()
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if(!new_character.mind.assigned_role) new_character.mind.assigned_role = "Assistant"//If they somehow got a null assigned role.
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//Well you're not reloading their job or they never had one.
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if(!charjob)
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var/pickjob = input(src,"Pick a job to assign them (or none).","Job Select","-No Job-") as null|anything in joblist + "-No Job-"
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if(!pickjob)
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return
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if(pickjob != "-No Job-")
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charjob = pickjob
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//DNA
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if(record_found)//Pull up their name from database records if they did have a mind.
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new_character.dna = new()//Let's first give them a new DNA.
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new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity.
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//If you've picked a job by now, you can equip them.
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var/equipment
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if(charjob)
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equipment = alert(src,"Spawn them with equipment?", "Equipment", "Yes", "No", "Cancel")
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if(equipment == "Cancel")
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return
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else if(equipment == "Yes")
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equipment = 1
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else
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equipment = 0
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// I HATE BYOND. HATE. HATE. - N3X
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var/list/newSE= record_found.fields["enzymes"]
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var/list/newUI = record_found.fields["identity"]
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new_character.dna.SE = newSE.Copy() //This is the default of enzymes so I think it's safe to go with.
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new_character.dna.UpdateSE()
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new_character.UpdateAppearance(newUI.Copy())//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
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else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile.
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new_character.dna.ready_dna(new_character)
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new_character.key = G_found.key
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/*
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The code below functions with the assumption that the mob is already a traitor if they have a special role.
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So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role.
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If they don't have a mind, they obviously don't have a special role.
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*/
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//Two variables to properly announce later on.
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//For logging later
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var/admin = key_name_admin(src)
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var/player_key = G_found.key
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var/player_key = picked_client.key
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//Now for special roles and equipment.
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var/mob/living/carbon/human/new_character
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var/spawnloc
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//Where did you want to spawn them?
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switch(location)
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if("Right Here") //Spawn them on your turf
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if(!src.mob)
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src << "You can't use 'Right Here' when you are not 'Right Anywhere'!"
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return
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spawnloc = get_turf(src.mob)
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if("Arrivals") //Spawn them at a latejoin spawnpoint
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spawnloc = pick(latejoin)
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else //I have no idea how you're here
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src << "Invalid spawn location choice."
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return
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//Did we actually get a loc to spawn them?
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if(!spawnloc)
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src << "Couldn't get valid spawn location."
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return
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new_character = new(spawnloc)
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//We were able to spawn them, right?
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if(!new_character)
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src << "Something went wrong and spawning failed."
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return
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//Write the appearance and whatnot out to the character
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picked_client.prefs.copy_to(new_character)
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if(inhabit)
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new_character.key = player_key
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//Were they any particular special role? If so, copy.
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var/datum/antagonist/antag_data = get_antag_data(new_character.mind.special_role)
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if(antag_data)
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antag_data.add_antagonist(new_character.mind)
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antag_data.place_mob(new_character)
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else
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job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
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//Announces the character on all the systems, based on the record.
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if(!issilicon(new_character))//If they are not a cyborg/AI.
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if(!record_found && !player_is_antag(new_character.mind, only_offstation_roles = 1)) //If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
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//Power to the user!
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if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,"No","Yes")=="Yes")
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data_core.manifest_inject(new_character)
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//If desired, apply equipment.
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if(equipment && charjob)
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job_master.EquipRank(new_character, charjob, 1)
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if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
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call(/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
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//If desired, add records.
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if(records)
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data_core.manifest_inject(new_character)
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message_admins("\blue [admin] has respawned [player_key] as [new_character.real_name].", 1)
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//A redraw for good measure
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new_character.update_icons()
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new_character << "You have been fully respawned. Enjoy the game."
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//If we're announcing their arrival
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if(announce)
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AnnounceArrival(new_character, new_character.mind.assigned_role)
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log_admin("[admin] has spawned [player_key]'s character [new_character.real_name].")
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message_admins("[admin] has spawned [player_key]'s character [new_character.real_name].", 1)
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new_character << "You have been fully spawned. Enjoy the game."
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feedback_add_details("admin_verb","RSPCH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return new_character
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/client/proc/cmd_admin_add_freeform_ai_law()
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@@ -131,6 +131,7 @@
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prefs.last_id = computer_id //these are gonna be used for banning
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. = ..() //calls mob.Login()
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prefs.sanitize_preferences()
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if(custom_event_msg && custom_event_msg != "")
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src << "<h1 class='alert'>Custom Event</h1>"
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@@ -287,6 +288,7 @@
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'html/panels.css',
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'html/images/loading.gif',
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'html/images/ntlogo.png',
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'html/images/sglogo.png',
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'html/images/talisman.png',
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'icons/pda_icons/pda_atmos.png',
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'icons/pda_icons/pda_back.png',
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3
code/modules/client/preference_setup/_defines.dm
Normal file
3
code/modules/client/preference_setup/_defines.dm
Normal file
@@ -0,0 +1,3 @@
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#define EQUIP_PREVIEW_LOADOUT 1
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#define EQUIP_PREVIEW_JOB 2
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#define EQUIP_PREVIEW_ALL (EQUIP_PREVIEW_LOADOUT|EQUIP_PREVIEW_JOB)
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@@ -29,9 +29,7 @@ datum/preferences/proc/set_biological_gender(var/gender)
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S["OOC_Notes"] << pref.metadata
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/datum/category_item/player_setup_item/general/basic/sanitize_character()
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if(!pref.species) pref.species = "Human"
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var/datum/species/S = all_species[pref.species ? pref.species : "Human"]
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pref.age = sanitize_integer(pref.age, S.min_age, S.max_age, initial(pref.age))
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pref.age = sanitize_integer(pref.age, get_min_age(), get_max_age(), initial(pref.age))
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pref.biological_gender = sanitize_inlist(pref.biological_gender, get_genders(), pick(get_genders()))
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pref.identifying_gender = (pref.identifying_gender in all_genders_define_list) ? pref.identifying_gender : pref.biological_gender
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pref.real_name = sanitize_name(pref.real_name, pref.species)
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@@ -75,7 +73,6 @@ datum/preferences/proc/set_biological_gender(var/gender)
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. = jointext(.,null)
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/datum/category_item/player_setup_item/general/basic/OnTopic(var/href,var/list/href_list, var/mob/user)
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var/datum/species/S = all_species[pref.species]
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if(href_list["rename"])
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var/raw_name = input(user, "Choose your character's name:", "Character Name") as text|null
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if (!isnull(raw_name) && CanUseTopic(user))
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@@ -108,10 +105,11 @@ datum/preferences/proc/set_biological_gender(var/gender)
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return TOPIC_REFRESH
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else if(href_list["age"])
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if(!pref.species) pref.species = "Human"
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var/new_age = input(user, "Choose your character's age:\n([S.min_age]-[S.max_age])", "Character Preference", pref.age) as num|null
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var/min_age = get_min_age()
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var/max_age = get_max_age()
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var/new_age = input(user, "Choose your character's age:\n([min_age]-[max_age])", "Character Preference", pref.age) as num|null
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if(new_age && CanUseTopic(user))
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pref.age = max(min(round(text2num(new_age)), S.max_age), S.min_age)
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pref.age = max(min(round(text2num(new_age)), max_age), min_age)
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return TOPIC_REFRESH
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else if(href_list["spawnpoint"])
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||||
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@@ -49,7 +49,7 @@
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var/list/available_languages = S.secondary_langs.Copy()
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for(var/L in all_languages)
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var/datum/language/lang = all_languages[L]
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if(!(lang.flags & RESTRICTED) && (!config.usealienwhitelist || is_alien_whitelisted(user, L) || !(lang.flags & WHITELISTED)))
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if(!(lang.flags & RESTRICTED) && (is_lang_whitelisted(user, lang)))
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available_languages |= L
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// make sure we don't let them waste slots on the default languages
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||||
@@ -1,7 +1,7 @@
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||||
var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
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/datum/preferences
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var/dress_mob = TRUE
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var/equip_preview_mob = EQUIP_PREVIEW_ALL
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/datum/category_item/player_setup_item/general/body
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name = "Body"
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@@ -226,8 +226,8 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
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||||
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. += "</td><td><b>Preview</b><br>"
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. += "<div class='statusDisplay'><center><img src=previewicon.png width=[pref.preview_icon.Width()] height=[pref.preview_icon.Height()]></center></div>"
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. += "<br><a href='?src=\ref[src];toggle_clothing=1'>[pref.dress_mob ? "Hide equipment" : "Show equipment"]</a>"
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. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_LOADOUT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_LOADOUT ? "Hide loadout" : "Show loadout"]</a>"
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. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_JOB]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB ? "Hide job gear" : "Show job gear"]</a>"
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. += "</td></tr></table>"
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. += "<b>Hair</b><br>"
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@@ -331,8 +331,9 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
|
||||
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||||
reset_limbs() // Safety for species with incompatible manufacturers; easier than trying to do it case by case.
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||||
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||||
var/datum/species/S = all_species[pref.species]
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||||
pref.age = max(min(pref.age, S.max_age), S.min_age)
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||||
var/min_age = get_min_age()
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||||
var/max_age = get_max_age()
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||||
pref.age = max(min(pref.age, max_age), min_age)
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||||
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||||
return TOPIC_REFRESH_UPDATE_PREVIEW
|
||||
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||||
@@ -578,8 +579,8 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
|
||||
pref.disabilities ^= disability_flag
|
||||
return TOPIC_REFRESH_UPDATE_PREVIEW
|
||||
|
||||
else if(href_list["toggle_clothing"])
|
||||
pref.dress_mob = !pref.dress_mob
|
||||
else if(href_list["toggle_preview_value"])
|
||||
pref.equip_preview_mob ^= text2num(href_list["toggle_preview_value"])
|
||||
return TOPIC_REFRESH_UPDATE_PREVIEW
|
||||
|
||||
return ..()
|
||||
@@ -640,11 +641,11 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
|
||||
dat += "</table><center><hr/>"
|
||||
|
||||
var/restricted = 0
|
||||
if(config.usealienwhitelist) //If we're using the whitelist, make sure to check it!
|
||||
if(!(current_species.spawn_flags & SPECIES_CAN_JOIN))
|
||||
restricted = 2
|
||||
else if((current_species.spawn_flags & SPECIES_IS_WHITELISTED) && !is_alien_whitelisted(preference_mob(),current_species))
|
||||
restricted = 1
|
||||
|
||||
if(!(current_species.spawn_flags & SPECIES_CAN_JOIN))
|
||||
restricted = 2
|
||||
else if(!is_alien_whitelisted(preference_mob(),current_species))
|
||||
restricted = 1
|
||||
|
||||
if(restricted)
|
||||
if(restricted == 1)
|
||||
|
||||
@@ -52,34 +52,38 @@ var/list/gear_datums = list()
|
||||
S["gear"] << pref.gear
|
||||
|
||||
/datum/category_item/player_setup_item/loadout/proc/valid_gear_choices(var/max_cost)
|
||||
var/list/valid_gear_choices = list()
|
||||
. = list()
|
||||
var/mob/preference_mob = preference_mob()
|
||||
for(var/gear_name in gear_datums)
|
||||
var/datum/gear/G = gear_datums[gear_name]
|
||||
if(G.whitelisted && !is_alien_whitelisted(preference_mob(), G.whitelisted))
|
||||
|
||||
if(G.whitelisted && !is_alien_whitelisted(preference_mob, all_species[G.whitelisted]))
|
||||
continue
|
||||
if(max_cost && G.cost > max_cost)
|
||||
continue
|
||||
valid_gear_choices += gear_name
|
||||
return valid_gear_choices
|
||||
. += gear_name
|
||||
|
||||
/datum/category_item/player_setup_item/loadout/sanitize_character()
|
||||
var/mob/preference_mob = preference_mob()
|
||||
if(!islist(pref.gear))
|
||||
pref.gear = list()
|
||||
|
||||
for(var/gear_name in pref.gear)
|
||||
if(!(gear_name in gear_datums))
|
||||
pref.gear -= gear_name
|
||||
|
||||
var/total_cost = 0
|
||||
for(var/gear_name in pref.gear)
|
||||
if(!gear_datums[gear_name])
|
||||
preference_mob << "<span class='warning'>You cannot have more than one of the \the [gear_name]</span>"
|
||||
pref.gear -= gear_name
|
||||
else if(!(gear_name in valid_gear_choices()))
|
||||
preference_mob << "<span class='warning'>You cannot take \the [gear_name] as you are not whitelisted for the species.</span>"
|
||||
pref.gear -= gear_name
|
||||
else
|
||||
var/datum/gear/G = gear_datums[gear_name]
|
||||
if(total_cost + G.cost > MAX_GEAR_COST)
|
||||
pref.gear -= gear_name
|
||||
preference_mob << "<span class='warning'>You cannot afford to take \the [gear_name]</span>"
|
||||
else
|
||||
total_cost += G.cost
|
||||
|
||||
|
||||
@@ -45,6 +45,10 @@
|
||||
display_name = "holster, hip"
|
||||
path = /obj/item/clothing/accessory/holster/hip
|
||||
|
||||
/datum/gear/accessory/holster/leg
|
||||
display_name = "holster, leg"
|
||||
path = /obj/item/clothing/accessory/holster/leg
|
||||
|
||||
/datum/gear/accessory/holster/waist
|
||||
display_name = "holster, waist"
|
||||
path = /obj/item/clothing/accessory/holster/waist
|
||||
|
||||
@@ -31,6 +31,21 @@
|
||||
path = /obj/item/clothing/head/beret/sec/navy/hos
|
||||
allowed_roles = list("Head of Security")
|
||||
|
||||
/datum/gear/head/beret/csec
|
||||
display_name = "beret, corporate (officer)"
|
||||
path = /obj/item/clothing/head/beret/sec/corporate/officer
|
||||
allowed_roles = list("Security Officer","Head of Security","Warden")
|
||||
|
||||
/datum/gear/head/beret/csec_warden
|
||||
display_name = "beret, corporate (warden)"
|
||||
path = /obj/item/clothing/head/beret/sec/corporate/warden
|
||||
allowed_roles = list("Head of Security","Warden")
|
||||
|
||||
/datum/gear/head/beret/csec_hos
|
||||
display_name = "beret, corporate (hos)"
|
||||
path = /obj/item/clothing/head/beret/sec/corporate/hos
|
||||
allowed_roles = list("Head of Security")
|
||||
|
||||
/datum/gear/head/beret/eng
|
||||
display_name = "beret, engie-orange"
|
||||
path = /obj/item/clothing/head/beret/engineering
|
||||
|
||||
@@ -54,6 +54,10 @@
|
||||
display_name = "military jacket, alt"
|
||||
path = /obj/item/clothing/suit/storage/miljacket/alt
|
||||
|
||||
/datum/gear/suit/mil/green
|
||||
display_name = "military jacket, green"
|
||||
path = /obj/item/clothing/suit/storage/miljacket/green
|
||||
|
||||
/datum/gear/suit/hazard_vest
|
||||
display_name = "hazard vest"
|
||||
path = /obj/item/clothing/suit/storage/hazardvest
|
||||
@@ -176,6 +180,31 @@
|
||||
path = /obj/item/clothing/suit/wcoat
|
||||
cost = 1
|
||||
|
||||
/datum/gear/suit/wcoat/red
|
||||
display_name = "red waistcoat"
|
||||
path = /obj/item/clothing/suit/wcoat/red
|
||||
|
||||
/datum/gear/suit/wcoat/grey
|
||||
display_name = "grey waistcoat"
|
||||
path = /obj/item/clothing/suit/wcoat/grey
|
||||
|
||||
/datum/gear/suit/wcoat/brown
|
||||
display_name = "brown waistcoat"
|
||||
path = /obj/item/clothing/suit/wcoat/brown
|
||||
|
||||
/datum/gear/suit/swvest
|
||||
display_name = "black sweatervest"
|
||||
path = /obj/item/clothing/suit/wcoat/swvest
|
||||
cost = 1
|
||||
|
||||
/datum/gear/suit/swvest/blue
|
||||
display_name = "blue sweatervest"
|
||||
path = /obj/item/clothing/suit/wcoat/swvest/blue
|
||||
|
||||
/datum/gear/suit/swvest/red
|
||||
display_name = "red sweatervest"
|
||||
path = /obj/item/clothing/suit/wcoat/swvest/red
|
||||
|
||||
/datum/gear/suit/forensics
|
||||
display_name = "forensics long, red"
|
||||
path = /obj/item/clothing/suit/storage/forensics/red/long
|
||||
@@ -208,7 +237,7 @@
|
||||
/datum/gear/suit/wintercoat/security
|
||||
display_name = "winter coat, security"
|
||||
path = /obj/item/clothing/suit/storage/hooded/wintercoat/security
|
||||
allowed_roles = list("Security Officer, Head of Security, Warden, Detective")
|
||||
allowed_roles = list("Security Officer", "Head of Security", "Warden", "Detective")
|
||||
|
||||
/datum/gear/suit/wintercoat/medical
|
||||
display_name = "winter coat, medical"
|
||||
@@ -267,4 +296,20 @@
|
||||
for(var/track_style in typesof(/obj/item/clothing/suit/storage/toggle/track))
|
||||
var/obj/item/clothing/suit/storage/toggle/track/track = track_style
|
||||
tracks[initial(track.name)] = track
|
||||
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(tracks))
|
||||
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(tracks))
|
||||
|
||||
/datum/gear/suit/flannel
|
||||
display_name = "grey flannel"
|
||||
path = /obj/item/clothing/suit/storage/flannel
|
||||
|
||||
/datum/gear/suit/flannel/red
|
||||
display_name = "red flannel"
|
||||
path = /obj/item/clothing/suit/storage/flannel/red
|
||||
|
||||
/datum/gear/suit/flannel/aqua
|
||||
display_name = "aqua flannel"
|
||||
path = /obj/item/clothing/suit/storage/flannel/aqua
|
||||
|
||||
/datum/gear/suit/flannel/brown
|
||||
display_name = "brown flannel"
|
||||
path = /obj/item/clothing/suit/storage/flannel/brown
|
||||
@@ -90,12 +90,12 @@
|
||||
|
||||
/datum/gear/uniform/job_skirt/ce
|
||||
display_name = "skirt, ce"
|
||||
path = /obj/item/clothing/under/rank/engineer/chief_engineer/skirt
|
||||
path = /obj/item/clothing/under/rank/chief_engineer/skirt
|
||||
allowed_roles = list("Chief Engineer")
|
||||
|
||||
/datum/gear/uniform/job_skirt/atmos
|
||||
display_name = "skirt, atmos"
|
||||
path = /obj/item/clothing/under/rank/engineer/atmospheric_technician/skirt
|
||||
path = /obj/item/clothing/under/rank/atmospheric_technician/skirt
|
||||
allowed_roles = list("Chief Engineer","Atmospheric Technician")
|
||||
|
||||
/datum/gear/uniform/job_skirt/eng
|
||||
@@ -110,17 +110,17 @@
|
||||
|
||||
/datum/gear/uniform/job_skirt/cmo
|
||||
display_name = "skirt, cmo"
|
||||
path = /obj/item/clothing/under/rank/medical/chief_medical_officer/skirt
|
||||
path = /obj/item/clothing/under/rank/chief_medical_officer/skirt
|
||||
allowed_roles = list("Chief Medical Officer")
|
||||
|
||||
/datum/gear/uniform/job_skirt/chem
|
||||
display_name = "skirt, chemist"
|
||||
path = /obj/item/clothing/under/rank/medical/chemist/skirt
|
||||
path = /obj/item/clothing/under/rank/chemist/skirt
|
||||
allowed_roles = list("Chief Medical Officer","Chemist")
|
||||
|
||||
/datum/gear/uniform/job_skirt/viro
|
||||
display_name = "skirt, virologist"
|
||||
path = /obj/item/clothing/under/rank/medical/virologist/skirt
|
||||
path = /obj/item/clothing/under/rank/virologist/skirt
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/uniform/job_skirt/med
|
||||
@@ -145,7 +145,7 @@
|
||||
|
||||
/datum/gear/uniform/job_skirt/warden
|
||||
display_name = "skirt, warden"
|
||||
path = /obj/item/clothing/under/rank/security/warden/skirt
|
||||
path = /obj/item/clothing/under/rank/warden/skirt
|
||||
allowed_roles = list("Head of Security", "Warden")
|
||||
|
||||
/datum/gear/uniform/job_skirt/security
|
||||
@@ -155,7 +155,7 @@
|
||||
|
||||
/datum/gear/uniform/job_skirt/head_of_security
|
||||
display_name = "skirt, hos"
|
||||
path = /obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
path = /obj/item/clothing/under/rank/head_of_security/skirt
|
||||
allowed_roles = list("Head of Security")
|
||||
|
||||
/datum/gear/uniform/jeans_qm
|
||||
@@ -325,7 +325,7 @@
|
||||
allowed_roles = list("Security Officer","Head of Security","Warden")
|
||||
|
||||
/datum/gear/uniform/navywarsuit
|
||||
display_name = "uniform, navy blue (Wardem)"
|
||||
display_name = "uniform, navy blue (Warden)"
|
||||
path = /obj/item/clothing/under/rank/warden/navyblue
|
||||
allowed_roles = list("Head of Security","Warden")
|
||||
|
||||
|
||||
@@ -2,14 +2,12 @@
|
||||
/datum/gear/suit/zhan_furs
|
||||
display_name = "Zhan-Khazan furs (Tajara)"
|
||||
path = /obj/item/clothing/suit/tajaran/furs
|
||||
whitelisted = "Tajara"
|
||||
sort_category = "Xenowear"
|
||||
|
||||
/datum/gear/suit/unathi_mantle
|
||||
display_name = "hide mantle (Unathi)"
|
||||
path = /obj/item/clothing/suit/unathi/mantle
|
||||
cost = 1
|
||||
whitelisted = "Unathi"
|
||||
sort_category = "Xenowear"
|
||||
|
||||
/datum/gear/ears/skrell/chains //Chains
|
||||
@@ -25,7 +23,7 @@
|
||||
var/obj/item/clothing/ears/skrell/chain/chain = chain_style
|
||||
chaintypes[initial(chain.name)] = chain
|
||||
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(chaintypes))
|
||||
|
||||
|
||||
/datum/gear/ears/skrell/bands
|
||||
display_name = "headtail band selection (Skrell)"
|
||||
path = /obj/item/clothing/ears/skrell/band
|
||||
@@ -39,7 +37,7 @@
|
||||
var/obj/item/clothing/ears/skrell/band/band = band_style
|
||||
bandtypes[initial(band.name)] = band
|
||||
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(bandtypes))
|
||||
|
||||
|
||||
/datum/gear/ears/skrell/cloth/male
|
||||
display_name = "male headtail cloth selection (Skrell)"
|
||||
path = /obj/item/clothing/ears/skrell/cloth_male
|
||||
@@ -73,17 +71,17 @@
|
||||
path = /obj/item/clothing/ears/skrell/colored/band
|
||||
sort_category = "Xenowear"
|
||||
whitelisted = "Skrell"
|
||||
|
||||
|
||||
/datum/gear/ears/skrell/colored/band/New()
|
||||
..()
|
||||
gear_tweaks = list(gear_tweak_free_color_choice)
|
||||
|
||||
|
||||
/datum/gear/ears/skrell/colored/chain
|
||||
display_name = "Colored chain (Skrell)"
|
||||
path = /obj/item/clothing/ears/skrell/colored/chain
|
||||
sort_category = "Xenowear"
|
||||
whitelisted = "Skrell"
|
||||
|
||||
|
||||
/datum/gear/ears/skrell/colored/chain/New()
|
||||
..()
|
||||
gear_tweaks = list(gear_tweak_free_color_choice)
|
||||
|
||||
@@ -160,10 +160,10 @@
|
||||
var/choice = input("Choose an title for [job.title].", "Choose Title", pref.GetPlayerAltTitle(job)) as anything in choices|null
|
||||
if(choice && CanUseTopic(user))
|
||||
SetPlayerAltTitle(job, choice)
|
||||
return (pref.dress_mob ? TOPIC_REFRESH_UPDATE_PREVIEW : TOPIC_REFRESH)
|
||||
return (pref.equip_preview_mob ? TOPIC_REFRESH_UPDATE_PREVIEW : TOPIC_REFRESH)
|
||||
|
||||
else if(href_list["set_job"])
|
||||
if(SetJob(user, href_list["set_job"])) return (pref.dress_mob ? TOPIC_REFRESH_UPDATE_PREVIEW : TOPIC_REFRESH)
|
||||
if(SetJob(user, href_list["set_job"])) return (pref.equip_preview_mob ? TOPIC_REFRESH_UPDATE_PREVIEW : TOPIC_REFRESH)
|
||||
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -4,6 +4,10 @@
|
||||
#define TOPIC_UPDATE_PREVIEW 4
|
||||
#define TOPIC_REFRESH_UPDATE_PREVIEW (TOPIC_REFRESH|TOPIC_UPDATE_PREVIEW)
|
||||
|
||||
#define PREF_FBP_CYBORG "cyborg"
|
||||
#define PREF_FBP_POSI "posi"
|
||||
#define PREF_FBP_SOFTWARE "software"
|
||||
|
||||
/datum/category_group/player_setup_category/general_preferences
|
||||
name = "General"
|
||||
sort_order = 1
|
||||
@@ -125,8 +129,6 @@
|
||||
// Need due to, for example, the 01_basic module relying on species having been loaded to sanitize correctly but that isn't loaded until module 03_body.
|
||||
for(var/datum/category_item/player_setup_item/PI in items)
|
||||
PI.load_character(S)
|
||||
for(var/datum/category_item/player_setup_item/PI in items)
|
||||
PI.sanitize_character()
|
||||
|
||||
/datum/category_group/player_setup_category/proc/save_character(var/savefile/S)
|
||||
// Sanitize all data, then save it
|
||||
@@ -138,8 +140,6 @@
|
||||
/datum/category_group/player_setup_category/proc/load_preferences(var/savefile/S)
|
||||
for(var/datum/category_item/player_setup_item/PI in items)
|
||||
PI.load_preferences(S)
|
||||
for(var/datum/category_item/player_setup_item/PI in items)
|
||||
PI.sanitize_preferences()
|
||||
|
||||
/datum/category_group/player_setup_category/proc/save_preferences(var/savefile/S)
|
||||
for(var/datum/category_item/player_setup_item/PI in items)
|
||||
@@ -252,3 +252,50 @@
|
||||
|
||||
if(pref.client)
|
||||
return pref.client.mob
|
||||
|
||||
// Checks in a really hacky way if a character's preferences say they are an FBP or not.
|
||||
/datum/category_item/player_setup_item/proc/is_FBP()
|
||||
if(pref.organ_data && pref.organ_data[BP_TORSO] != "cyborg")
|
||||
return 0
|
||||
return 1
|
||||
|
||||
// Returns what kind of FBP the player's prefs are. Returns 0 if they're not an FBP.
|
||||
/datum/category_item/player_setup_item/proc/get_FBP_type()
|
||||
if(!is_FBP())
|
||||
return 0 // Not a robot.
|
||||
switch(pref.organ_data["brain"])
|
||||
if("assisted")
|
||||
return PREF_FBP_CYBORG
|
||||
if("mechanical")
|
||||
return PREF_FBP_POSI
|
||||
if("digital")
|
||||
return PREF_FBP_SOFTWARE
|
||||
return 0 //Something went wrong!
|
||||
|
||||
/datum/category_item/player_setup_item/proc/get_min_age()
|
||||
var/datum/species/S = all_species[pref.species ? pref.species : "Human"]
|
||||
if(!is_FBP())
|
||||
return S.min_age // If they're not a robot, we can just use the species var.
|
||||
var/FBP_type = get_FBP_type()
|
||||
switch(FBP_type)
|
||||
if(PREF_FBP_CYBORG)
|
||||
return S.min_age
|
||||
if(PREF_FBP_POSI)
|
||||
return 1
|
||||
if(PREF_FBP_SOFTWARE)
|
||||
return 1
|
||||
return S.min_age // welp
|
||||
|
||||
/datum/category_item/player_setup_item/proc/get_max_age()
|
||||
var/datum/species/S = all_species[pref.species ? pref.species : "Human"]
|
||||
if(!is_FBP())
|
||||
return S.max_age // If they're not a robot, we can just use the species var.
|
||||
var/FBP_type = get_FBP_type()
|
||||
switch(FBP_type)
|
||||
if(PREF_FBP_CYBORG)
|
||||
return S.max_age + 20
|
||||
if(PREF_FBP_POSI)
|
||||
return 220
|
||||
if(PREF_FBP_SOFTWARE)
|
||||
return 150
|
||||
return S.max_age // welp
|
||||
@@ -298,4 +298,4 @@ datum/preferences
|
||||
|
||||
/datum/preferences/proc/close_load_dialog(mob/user)
|
||||
//user << browse(null, "window=saves")
|
||||
panel.close()
|
||||
panel.close()
|
||||
|
||||
@@ -38,7 +38,6 @@
|
||||
//starts off as black
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "black"
|
||||
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
@@ -47,7 +46,7 @@
|
||||
/obj/item/clothing/under/chameleon/New()
|
||||
..()
|
||||
if(!clothing_choices)
|
||||
var/blocked = list(src.type, /obj/item/clothing/under/cloud, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
|
||||
var/blocked = list(src.type, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
|
||||
clothing_choices = generate_chameleon_choices(/obj/item/clothing/under, blocked)
|
||||
|
||||
/obj/item/clothing/under/chameleon/emp_act(severity)
|
||||
@@ -112,7 +111,6 @@
|
||||
/obj/item/clothing/suit/chameleon
|
||||
name = "armor"
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
desc = "It appears to be a vest of standard armor, except this is embedded with a hidden holographic cloaker, allowing it to change it's appearance, but offering no protection.. It seems to have a small dial inside."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/global/list/clothing_choices
|
||||
@@ -147,7 +145,6 @@
|
||||
/obj/item/clothing/shoes/chameleon
|
||||
name = "black shoes"
|
||||
icon_state = "black"
|
||||
item_state = "black"
|
||||
desc = "They're comfy black shoes, with clever cloaking technology built in. It seems to have a small dial on the back of each shoe."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/global/list/clothing_choices
|
||||
@@ -162,7 +159,6 @@
|
||||
name = "black shoes"
|
||||
desc = "A pair of black shoes."
|
||||
icon_state = "black"
|
||||
item_state = "black"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
@@ -183,7 +179,6 @@
|
||||
/obj/item/weapon/storage/backpack/chameleon
|
||||
name = "backpack"
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
desc = "A backpack outfitted with cloaking tech. It seems to have a small dial inside, kept away from the storage."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/global/list/clothing_choices
|
||||
@@ -198,7 +193,6 @@
|
||||
name = "backpack"
|
||||
desc = "You wear this on your back and put items into it."
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
@@ -226,7 +220,6 @@
|
||||
/obj/item/clothing/gloves/chameleon
|
||||
name = "black gloves"
|
||||
icon_state = "black"
|
||||
item_state = "bgloves"
|
||||
desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/global/list/clothing_choices
|
||||
@@ -261,7 +254,6 @@
|
||||
/obj/item/clothing/mask/chameleon
|
||||
name = "gas mask"
|
||||
icon_state = "gas_alt"
|
||||
item_state = "gas_alt"
|
||||
desc = "It looks like a plain gask mask, but on closer inspection, it seems to have a small dial inside."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/global/list/clothing_choices
|
||||
@@ -296,7 +288,7 @@
|
||||
/obj/item/clothing/glasses/chameleon
|
||||
name = "Optical Meson Scanner"
|
||||
icon_state = "meson"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
|
||||
desc = "It looks like a plain set of mesons, but on closer inspection, it seems to have a small dial inside."
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/list/global/clothing_choices
|
||||
@@ -333,7 +325,6 @@
|
||||
desc = "Can hold various things. It also has a small dial inside one of the pouches."
|
||||
icon = 'icons/obj/clothing/belts.dmi'
|
||||
icon_state = "utilitybelt"
|
||||
item_state = "utility"
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
@@ -346,7 +337,6 @@
|
||||
name = "belt"
|
||||
desc = "Can hold various things."
|
||||
icon_state = "utilitybelt"
|
||||
item_state = "utility"
|
||||
update_icon()
|
||||
if(ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
|
||||
@@ -169,50 +169,20 @@
|
||||
icon_state = O.icon_state
|
||||
set_dir(O.dir)
|
||||
|
||||
/obj/item/clothing/ears/earmuffs
|
||||
name = "earmuffs"
|
||||
desc = "Protects your hearing from loud noises, and quiet ones as well."
|
||||
icon_state = "earmuffs"
|
||||
item_state = "earmuffs"
|
||||
slot_flags = SLOT_EARS | SLOT_TWOEARS
|
||||
ear_protection = 2
|
||||
|
||||
/obj/item/clothing/ears/earmuffs/headphones
|
||||
name = "headphones"
|
||||
desc = "Unce unce unce unce."
|
||||
var/headphones_on = 0
|
||||
icon_state = "headphones_off"
|
||||
item_state = "headphones"
|
||||
slot_flags = SLOT_EARS | SLOT_TWOEARS
|
||||
|
||||
/obj/item/clothing/ears/earmuffs/headphones/verb/togglemusic()
|
||||
set name = "Toggle Headphone Music"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if(headphones_on)
|
||||
icon_state = "headphones_off"
|
||||
headphones_on = 0
|
||||
usr << "<span class='notice'>You turn the music off.</span>"
|
||||
else
|
||||
icon_state = "headphones_on"
|
||||
headphones_on = 1
|
||||
usr << "<span class='notice'>You turn the music on.</span>"
|
||||
|
||||
update_clothing_icon()
|
||||
|
||||
//Gloves
|
||||
/obj/item/clothing/gloves
|
||||
name = "gloves"
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
|
||||
)
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
w_class = 2.0
|
||||
icon = 'icons/obj/clothing/gloves.dmi'
|
||||
siemens_coefficient = 0.75
|
||||
var/wired = 0
|
||||
var/obj/item/weapon/cell/cell = 0
|
||||
var/clipped = 0
|
||||
var/overgloves = 0
|
||||
body_parts_covered = HANDS
|
||||
slot_flags = SLOT_GLOVES
|
||||
attack_verb = list("challenged")
|
||||
@@ -369,6 +339,10 @@
|
||||
/obj/item/clothing/mask
|
||||
name = "mask"
|
||||
icon = 'icons/obj/clothing/masks.dmi'
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_masks.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_masks.dmi',
|
||||
)
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_MASK
|
||||
body_parts_covered = FACE|EYES
|
||||
@@ -393,6 +367,10 @@
|
||||
/obj/item/clothing/shoes
|
||||
name = "shoes"
|
||||
icon = 'icons/obj/clothing/shoes.dmi'
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_shoes.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_shoes.dmi',
|
||||
)
|
||||
desc = "Comfortable-looking shoes."
|
||||
gender = PLURAL //Carn: for grammarically correct text-parsing
|
||||
siemens_coefficient = 0.9
|
||||
@@ -471,6 +449,10 @@
|
||||
//Suit
|
||||
/obj/item/clothing/suit
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_suits.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_suits.dmi',
|
||||
)
|
||||
name = "suit"
|
||||
var/fire_resist = T0C+100
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
@@ -1,7 +1,45 @@
|
||||
/*
|
||||
Earmuffs
|
||||
*/
|
||||
/obj/item/clothing/ears/earmuffs
|
||||
name = "earmuffs"
|
||||
desc = "Protects your hearing from loud noises, and quiet ones as well."
|
||||
icon_state = "earmuffs"
|
||||
item_state_slots = list(slot_r_hand_str = "earmuffs", slot_l_hand_str = "earmuffs")
|
||||
slot_flags = SLOT_EARS | SLOT_TWOEARS
|
||||
ear_protection = 2
|
||||
|
||||
/obj/item/clothing/ears/earmuffs/headphones
|
||||
name = "headphones"
|
||||
desc = "Unce unce unce unce."
|
||||
var/headphones_on = 0
|
||||
icon_state = "headphones_off"
|
||||
item_state_slots = list(slot_r_hand_str = "headphones", slot_l_hand_str = "headphones")
|
||||
slot_flags = SLOT_EARS | SLOT_TWOEARS
|
||||
|
||||
/obj/item/clothing/ears/earmuffs/headphones/verb/togglemusic()
|
||||
set name = "Toggle Headphone Music"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
var/base_icon = copytext(icon_state,1,(length(icon_state) - 3 + headphones_on))
|
||||
|
||||
if(headphones_on)
|
||||
icon_state = "[base_icon]_off"
|
||||
headphones_on = 0
|
||||
usr << "<span class='notice'>You turn the music off.</span>"
|
||||
else
|
||||
icon_state = "[base_icon]_on"
|
||||
headphones_on = 1
|
||||
usr << "<span class='notice'>You turn the music on.</span>"
|
||||
|
||||
update_clothing_icon()
|
||||
|
||||
/*
|
||||
Skrell tentacle wear
|
||||
*/
|
||||
|
||||
/obj/item/clothing/ears/skrell
|
||||
name = "skrell tentacle wear"
|
||||
desc = "Some stuff worn by skrell to adorn their head tentacles."
|
||||
@@ -14,132 +52,132 @@
|
||||
name = "Gold headtail chains"
|
||||
desc = "A delicate golden chain worn by female skrell to decorate their head tails."
|
||||
icon_state = "skrell_chain"
|
||||
item_state = "skrell_chain"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg5", slot_l_hand_str = "egg5")
|
||||
|
||||
/obj/item/clothing/ears/skrell/chain/silver
|
||||
name = "Silver headtail chains"
|
||||
desc = "A delicate silver chain worn by female skrell to decorate their head tails."
|
||||
icon_state = "skrell_chain_sil"
|
||||
item_state = "skrell_chain_sil"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg")
|
||||
|
||||
/obj/item/clothing/ears/skrell/chain/bluejewels
|
||||
name = "Blue jeweled golden headtail chains"
|
||||
desc = "A delicate golden chain adorned with blue jewels worn by female skrell to decorate their head tails."
|
||||
icon_state = "skrell_chain_bjewel"
|
||||
item_state = "skrell_chain_bjewel"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2")
|
||||
|
||||
/obj/item/clothing/ears/skrell/chain/redjewels
|
||||
name = "Red jeweled golden headtail chains"
|
||||
desc = "A delicate golden chain adorned with red jewels worn by female skrell to decorate their head tails."
|
||||
icon_state = "skrell_chain_rjewel"
|
||||
item_state = "skrell_chain_rjewel"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4")
|
||||
|
||||
/obj/item/clothing/ears/skrell/chain/ebony
|
||||
name = "Ebony headtail chains"
|
||||
desc = "A delicate ebony chain worn by female skrell to decorate their head tails."
|
||||
icon_state = "skrell_chain_ebony"
|
||||
item_state = "skrell_chain_ebony"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg6", slot_l_hand_str = "egg6")
|
||||
|
||||
/obj/item/clothing/ears/skrell/band
|
||||
name = "Gold headtail bands"
|
||||
desc = "Golden metallic bands worn by male skrell to adorn their head tails."
|
||||
icon_state = "skrell_band"
|
||||
item_state = "skrell_band"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg5", slot_l_hand_str = "egg5")
|
||||
|
||||
/obj/item/clothing/ears/skrell/band/silver
|
||||
name = "Silver headtail bands"
|
||||
desc = "Silver metallic bands worn by male skrell to adorn their head tails."
|
||||
icon_state = "skrell_band_sil"
|
||||
item_state = "skrell_band_sil"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg")
|
||||
|
||||
/obj/item/clothing/ears/skrell/band/bluejewels
|
||||
name = "Blue jeweled golden headtail bands"
|
||||
desc = "Golden metallic bands adorned with blue jewels worn by male skrell to adorn their head tails."
|
||||
icon_state = "skrell_band_bjewel"
|
||||
item_state = "skrell_band_bjewel"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2")
|
||||
|
||||
/obj/item/clothing/ears/skrell/band/redjewels
|
||||
name = "Red jeweled golden headtail bands"
|
||||
desc = "Golden metallic bands adorned with red jewels worn by male skrell to adorn their head tails."
|
||||
icon_state = "skrell_band_rjewel"
|
||||
item_state = "skrell_band_rjewel"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4")
|
||||
|
||||
/obj/item/clothing/ears/skrell/band/ebony
|
||||
name = "Ebony headtail bands"
|
||||
desc = "Ebony bands worn by male skrell to adorn their head tails."
|
||||
icon_state = "skrell_band_ebony"
|
||||
item_state = "skrell_band_ebony"
|
||||
item_state_slots = list(slot_r_hand_str = "egg6", slot_l_hand_str = "egg6")
|
||||
|
||||
/obj/item/clothing/ears/skrell/colored/band
|
||||
name = "Colored headtail bands"
|
||||
desc = "Metallic bands worn by male skrell to adorn their head tails."
|
||||
icon_state = "skrell_band_sil"
|
||||
item_state = "skrell_band_sil"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg")
|
||||
|
||||
/obj/item/clothing/ears/skrell/colored/chain
|
||||
name = "Colored headtail chains"
|
||||
desc = "A delicate chain worn by female skrell to decorate their head tails."
|
||||
icon_state = "skrell_chain_sil"
|
||||
item_state = "skrell_chain_sil"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_female
|
||||
name = "red headtail cloth"
|
||||
desc = "A cloth shawl worn by female skrell draped around their head tails."
|
||||
icon_state = "skrell_cloth_female"
|
||||
item_state = "skrell_cloth_female"
|
||||
item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_female/black
|
||||
name = "black headtail cloth"
|
||||
icon_state = "skrell_cloth_black_female"
|
||||
item_state = "skrell_cloth_black_female"
|
||||
item_state_slots = list(slot_r_hand_str = "egg6", slot_l_hand_str = "egg6")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_female/blue
|
||||
name = "blue headtail cloth"
|
||||
icon_state = "skrell_cloth_blue_female"
|
||||
item_state = "skrell_cloth_blue_female"
|
||||
item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_female/green
|
||||
name = "green headtail cloth"
|
||||
icon_state = "skrell_cloth_green_female"
|
||||
item_state = "skrell_cloth_green_female"
|
||||
item_state_slots = list(slot_r_hand_str = "egg3", slot_l_hand_str = "egg3")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_female/pink
|
||||
name = "pink headtail cloth"
|
||||
icon_state = "skrell_cloth_pink_female"
|
||||
item_state = "skrell_cloth_pink_female"
|
||||
item_state_slots = list(slot_r_hand_str = "egg1", slot_l_hand_str = "egg1")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_female/lightblue
|
||||
name = "light blue headtail cloth"
|
||||
icon_state = "skrell_cloth_lblue_female"
|
||||
item_state = "skrell_cloth_lblue_female"
|
||||
item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_male
|
||||
name = "red headtail cloth"
|
||||
desc = "A cloth band worn by male skrell around their head tails."
|
||||
icon_state = "skrell_cloth_male"
|
||||
item_state = "skrell_cloth_male"
|
||||
item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_male/black
|
||||
name = "black headtail cloth"
|
||||
icon_state = "skrell_cloth_black_male"
|
||||
item_state = "skrell_cloth_black_male"
|
||||
item_state_slots = list(slot_r_hand_str = "egg6", slot_l_hand_str = "egg6")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_male/blue
|
||||
name = "blue headtail cloth"
|
||||
icon_state = "skrell_cloth_blue_male"
|
||||
item_state = "skrell_cloth_blue_male"
|
||||
item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_male/green
|
||||
name = "green headtail cloth"
|
||||
icon_state = "skrell_cloth_green_male"
|
||||
item_state = "skrell_cloth_green_male"
|
||||
item_state_slots = list(slot_r_hand_str = "egg3", slot_l_hand_str = "egg3")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_male/pink
|
||||
name = "pink headtail cloth"
|
||||
icon_state = "skrell_cloth_pink_male"
|
||||
item_state = "skrell_cloth_pink_male"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "egg1", slot_l_hand_str = "egg1")
|
||||
|
||||
/obj/item/clothing/ears/skrell/cloth_male/lightblue
|
||||
name = "light blue headtail cloth"
|
||||
icon_state = "skrell_cloth_lblue_male"
|
||||
item_state = "skrell_cloth_lblue_male"
|
||||
item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2")
|
||||
@@ -46,8 +46,6 @@ BLIND // can't see anything
|
||||
active = 1
|
||||
icon_state = initial(icon_state)
|
||||
user.update_inv_glasses()
|
||||
if(activation_sound)
|
||||
usr << activation_sound
|
||||
usr << "You activate the optical matrix on the [src]."
|
||||
user.update_action_buttons()
|
||||
|
||||
@@ -55,7 +53,7 @@ BLIND // can't see anything
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "Used for seeing walls, floors, and stuff through anything."
|
||||
icon_state = "meson"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
|
||||
action_button_name = "Toggle Goggles"
|
||||
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
|
||||
toggleable = 1
|
||||
@@ -74,7 +72,7 @@ BLIND // can't see anything
|
||||
name = "Science Goggles"
|
||||
desc = "The goggles do nothing!"
|
||||
icon_state = "purple"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
toggleable = 1
|
||||
action_button_name = "Toggle Goggles"
|
||||
|
||||
@@ -86,7 +84,7 @@ BLIND // can't see anything
|
||||
name = "Night Vision Goggles"
|
||||
desc = "You can totally see in the dark now!"
|
||||
icon_state = "night"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
origin_tech = list(TECH_MAGNET = 2)
|
||||
darkness_view = 7
|
||||
toggleable = 1
|
||||
@@ -102,7 +100,7 @@ BLIND // can't see anything
|
||||
name = "eyepatch"
|
||||
desc = "Yarr."
|
||||
icon_state = "eyepatch"
|
||||
item_state = "eyepatch"
|
||||
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
|
||||
body_parts_covered = 0
|
||||
var/eye = null
|
||||
|
||||
@@ -124,14 +122,14 @@ BLIND // can't see anything
|
||||
name = "monocle"
|
||||
desc = "Such a dapper eyepiece!"
|
||||
icon_state = "monocle"
|
||||
item_state = "headset" // lol
|
||||
item_state_slots = list(slot_r_hand_str = "headset", slot_l_hand_str = "headset")
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/glasses/material
|
||||
name = "Optical Material Scanner"
|
||||
desc = "Very confusing glasses."
|
||||
icon_state = "material"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
|
||||
toggleable = 1
|
||||
action_button_name = "Toggle Goggles"
|
||||
@@ -141,7 +139,7 @@ BLIND // can't see anything
|
||||
name = "Prescription Glasses"
|
||||
desc = "Made by Nerd. Co."
|
||||
icon_state = "glasses"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
prescription = 1
|
||||
body_parts_covered = 0
|
||||
|
||||
@@ -154,34 +152,33 @@ BLIND // can't see anything
|
||||
name = "Prescription Glasses"
|
||||
desc = "Made by Uncool. Co."
|
||||
icon_state = "hipster_glasses"
|
||||
item_state = "hipster_glasses"
|
||||
|
||||
/obj/item/clothing/glasses/threedglasses
|
||||
desc = "A long time ago, people used these glasses to makes images from screens threedimensional."
|
||||
name = "3D glasses"
|
||||
icon_state = "3d"
|
||||
item_state = "3d"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/glasses/gglasses
|
||||
name = "Green Glasses"
|
||||
desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme."
|
||||
icon_state = "gglasses"
|
||||
item_state = "gglasses"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses
|
||||
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes."
|
||||
name = "sunglasses"
|
||||
icon_state = "sun"
|
||||
item_state = "sunglasses"
|
||||
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
|
||||
darkness_view = -1
|
||||
|
||||
/obj/item/clothing/glasses/welding
|
||||
name = "welding goggles"
|
||||
desc = "Protects the eyes from welders, approved by the mad scientist association."
|
||||
icon_state = "welding-g"
|
||||
item_state = "welding-g"
|
||||
item_state_slots = list(slot_r_hand_str = "g", slot_l_hand_str = "g")
|
||||
action_button_name = "Flip Welding Goggles"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000)
|
||||
var/up = 0
|
||||
@@ -215,13 +212,12 @@ BLIND // can't see anything
|
||||
name = "superior welding goggles"
|
||||
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
|
||||
icon_state = "rwelding-g"
|
||||
item_state = "rwelding-g"
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/blindfold
|
||||
name = "blindfold"
|
||||
desc = "Covers the eyes, preventing sight."
|
||||
icon_state = "blindfold"
|
||||
item_state = "blindfold"
|
||||
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
|
||||
//vision_flags = BLIND // This flag is only supposed to be used if it causes permanent blindness, not temporary because of glasses
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/blindfold/tape
|
||||
@@ -229,7 +225,7 @@ BLIND // can't see anything
|
||||
desc = "It's a robust DIY blindfold!"
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "tape_cross"
|
||||
item_state = null
|
||||
item_state_slots = list(slot_r_hand_str = null, slot_l_hand_str = null)
|
||||
w_class = 1
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/prescription
|
||||
@@ -239,13 +235,12 @@ BLIND // can't see anything
|
||||
/obj/item/clothing/glasses/sunglasses/big
|
||||
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
|
||||
icon_state = "bigsunglasses"
|
||||
item_state = "bigsunglasses"
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/fakesunglasses //Sunglasses without flash immunity
|
||||
desc = "A pair of designer sunglasses. Doesn't seem like it'll block flashes."
|
||||
name = "stylish sunglasses"
|
||||
icon_state = "sun"
|
||||
item_state = "sunglasses"
|
||||
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/sechud
|
||||
name = "HUDSunglasses"
|
||||
@@ -267,7 +262,7 @@ BLIND // can't see anything
|
||||
name = "Optical Thermal Scanner"
|
||||
desc = "Thermals in the shape of glasses."
|
||||
icon_state = "thermal"
|
||||
item_state = "glasses"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
origin_tech = list(TECH_MAGNET = 3)
|
||||
toggleable = 1
|
||||
action_button_name = "Toggle Goggles"
|
||||
@@ -295,6 +290,7 @@ BLIND // can't see anything
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "Used for seeing walls, floors, and stuff through anything."
|
||||
icon_state = "meson"
|
||||
item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
|
||||
|
||||
/obj/item/clothing/glasses/thermal/plain
|
||||
@@ -306,6 +302,7 @@ BLIND // can't see anything
|
||||
name = "Thermoncle"
|
||||
desc = "A monocle thermal."
|
||||
icon_state = "thermoncle"
|
||||
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
|
||||
toggleable = 1
|
||||
action_button_name = "Toggle Monocle"
|
||||
flags = null //doesn't protect eyes because it's a monocle, duh
|
||||
@@ -316,7 +313,7 @@ BLIND // can't see anything
|
||||
name = "Optical Thermal Eyepatch"
|
||||
desc = "An eyepatch with built-in thermal optics"
|
||||
icon_state = "eyepatch"
|
||||
item_state = "eyepatch"
|
||||
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
|
||||
body_parts_covered = 0
|
||||
toggleable = 1
|
||||
action_button_name = "Toggle Eyepatch"
|
||||
@@ -325,4 +322,4 @@ BLIND // can't see anything
|
||||
name = "Optical Thermal Implants"
|
||||
desc = "A set of implantable lenses designed to augment your vision"
|
||||
icon_state = "thermalimplants"
|
||||
item_state = "syringe_kit"
|
||||
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
|
||||
@@ -8,12 +8,11 @@
|
||||
proc
|
||||
process_hud(var/mob/M) return
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/hud/health
|
||||
name = "Health Scanner HUD"
|
||||
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
|
||||
icon_state = "healthhud"
|
||||
item_state_slots = list(slot_r_hand_str = "headset", slot_l_hand_str = "headset")
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/glasses/hud/health/prescription
|
||||
@@ -21,7 +20,7 @@
|
||||
desc = "A medical HUD integrated with a set of prescription glasses"
|
||||
prescription = 1
|
||||
icon_state = "healthhudpresc"
|
||||
item_state = "healthhudpresc"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
|
||||
/obj/item/clothing/glasses/hud/health/process_hud(var/mob/M)
|
||||
process_med_hud(M, 1)
|
||||
@@ -30,6 +29,7 @@
|
||||
name = "Security HUD"
|
||||
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records."
|
||||
icon_state = "securityhud"
|
||||
item_state_slots = list(slot_r_hand_str = "headset", slot_l_hand_str = "headset")
|
||||
body_parts_covered = 0
|
||||
var/global/list/jobs[0]
|
||||
|
||||
@@ -38,13 +38,13 @@
|
||||
desc = "A security HUD integrated with a set of prescription glasses"
|
||||
prescription = 1
|
||||
icon_state = "sechudpresc"
|
||||
item_state = "sechudpresc"
|
||||
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
|
||||
|
||||
/obj/item/clothing/glasses/hud/security/jensenshades
|
||||
name = "Augmented shades"
|
||||
desc = "Polarized bioneural eyewear, designed to augment your vision."
|
||||
icon_state = "jensenshades"
|
||||
item_state = "jensenshades"
|
||||
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
|
||||
vision_flags = SEE_MOBS
|
||||
see_invisible = SEE_INVISIBLE_NOLIGHTING
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
desc = "These arm guards will protect your hands and arms."
|
||||
body_parts_covered = HANDS|ARMS
|
||||
slowdown = 1
|
||||
overgloves = 1
|
||||
w_class = 3
|
||||
|
||||
/obj/item/clothing/gloves/arm_guard/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
|
||||
@@ -17,6 +18,7 @@
|
||||
name = "ablative arm guards"
|
||||
desc = "These arm guards will protect your hands and arms from energy weapons."
|
||||
icon_state = "arm_guards_laser"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.4 //This is worse than the other ablative pieces, to avoid this from becoming the poor warden's insulated gloves.
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
@@ -24,6 +26,7 @@
|
||||
name = "bullet resistant arm guards"
|
||||
desc = "These arm guards will protect your hands and arms from ballistic weapons."
|
||||
icon_state = "arm_guards_bullet"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.7
|
||||
armor = list(melee = 10, bullet = 80, laser = 10, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
@@ -31,6 +34,7 @@
|
||||
name = "riot arm guards"
|
||||
desc = "These arm guards will protect your hands and arms from close combat weapons."
|
||||
icon_state = "arm_guards_riot"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.5
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
@@ -38,5 +42,6 @@
|
||||
name = "combat arm guards"
|
||||
desc = "These arm guards will protect your hands and arms from a variety of weapons."
|
||||
icon_state = "arm_guards_combat"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.6
|
||||
armor = list(melee = 50, bullet = 50, laser = 50, energy = 30, bomb = 30, bio = 0, rad = 0)
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "boxing gloves"
|
||||
desc = "Because you really needed another excuse to punch your crewmates."
|
||||
icon_state = "boxing"
|
||||
item_state = "boxing"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/gloves/boxing/attackby(obj/item/weapon/W, mob/user)
|
||||
if(istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/weapon/scalpel))
|
||||
@@ -12,18 +12,18 @@
|
||||
|
||||
/obj/item/clothing/gloves/boxing/green
|
||||
icon_state = "boxinggreen"
|
||||
item_state = "boxinggreen"
|
||||
item_state_slots = list(slot_r_hand_str = "green", slot_l_hand_str = "green")
|
||||
|
||||
/obj/item/clothing/gloves/boxing/blue
|
||||
icon_state = "boxingblue"
|
||||
item_state = "boxingblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
|
||||
/obj/item/clothing/gloves/boxing/yellow
|
||||
icon_state = "boxingyellow"
|
||||
item_state = "boxingyellow"
|
||||
item_state_slots = list(slot_r_hand_str = "yellow", slot_l_hand_str = "yellow")
|
||||
|
||||
/obj/item/clothing/gloves/white
|
||||
name = "white gloves"
|
||||
desc = "These look pretty fancy."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
desc = "These gloves will protect the wearer from electric shock."
|
||||
name = "insulated gloves"
|
||||
icon_state = "yellow"
|
||||
item_state = "ygloves"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
|
||||
@@ -10,7 +9,6 @@
|
||||
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
|
||||
name = "budget insulated gloves"
|
||||
icon_state = "yellow"
|
||||
item_state = "ygloves"
|
||||
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
|
||||
permeability_coefficient = 0.05
|
||||
|
||||
@@ -22,7 +20,6 @@
|
||||
desc = "These work gloves are thick and fire-resistant."
|
||||
name = "black gloves"
|
||||
icon_state = "black"
|
||||
item_state = "bgloves"
|
||||
siemens_coefficient = 0.50
|
||||
permeability_coefficient = 0.05
|
||||
|
||||
@@ -35,61 +32,51 @@
|
||||
name = "orange gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "orange"
|
||||
item_state = "orangegloves"
|
||||
|
||||
/obj/item/clothing/gloves/red
|
||||
name = "red gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "red"
|
||||
item_state = "redgloves"
|
||||
|
||||
/obj/item/clothing/gloves/rainbow
|
||||
name = "rainbow gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "rainbow"
|
||||
item_state = "rainbowgloves"
|
||||
|
||||
/obj/item/clothing/gloves/blue
|
||||
name = "blue gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "blue"
|
||||
item_state = "bluegloves"
|
||||
|
||||
/obj/item/clothing/gloves/purple
|
||||
name = "purple gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "purple"
|
||||
item_state = "purplegloves"
|
||||
|
||||
/obj/item/clothing/gloves/green
|
||||
name = "green gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "green"
|
||||
item_state = "greengloves"
|
||||
|
||||
/obj/item/clothing/gloves/grey
|
||||
name = "grey gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "gray"
|
||||
item_state = "graygloves"
|
||||
|
||||
/obj/item/clothing/gloves/light_brown
|
||||
name = "light brown gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "lightbrown"
|
||||
item_state = "lightbrowngloves"
|
||||
|
||||
/obj/item/clothing/gloves/brown
|
||||
name = "brown gloves"
|
||||
desc = "A pair of gloves, they don't look special in any way."
|
||||
icon_state = "brown"
|
||||
item_state = "browngloves"
|
||||
|
||||
/obj/item/clothing/gloves/evening
|
||||
desc = "A pair of gloves that reach past the elbow. Fancy!"
|
||||
name = "evening gloves"
|
||||
icon_state = "evening_gloves"
|
||||
item_state = "graygloves"
|
||||
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
|
||||
44
code/modules/clothing/gloves/gauntlets.dm
Normal file
44
code/modules/clothing/gloves/gauntlets.dm
Normal file
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
* WORKS FOR RIGS, NOT AS A STANDALONE RIGHT NOW
|
||||
*
|
||||
* TODO: FIX QUICK_EQUIP SO IT DOESN'T EQUIP THESE TO YOUR BACK WHEN YOU HAVE NO GLOVES
|
||||
* CHECK SLOWDOWN ON EQUIP/UNEQUIP
|
||||
* ADD SPRITES FOR ANY ACTUAL GAUNTLET ITEMS, THE BASE GLOVE ITEM HAS NO SPRITE, FOR GOOD REASON
|
||||
*/
|
||||
|
||||
/obj/item/clothing/gloves/gauntlets //Used to cover gloves, otherwise act as gloves.
|
||||
name = "gauntlets"
|
||||
desc = "These gloves go over regular gloves."
|
||||
overgloves = 1
|
||||
var/obj/item/clothing/gloves/gloves = null //Undergloves
|
||||
var/mob/living/carbon/human/wearer = null //For glove procs
|
||||
|
||||
/obj/item/clothing/gloves/gauntlets/mob_can_equip(mob/user)
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.gloves)
|
||||
gloves = H.gloves
|
||||
if(gloves.overgloves)
|
||||
user << "You are unable to wear \the [src] as \the [H.gloves] are in the way."
|
||||
gloves = null
|
||||
return 0
|
||||
H.drop_from_inventory(gloves)
|
||||
gloves.forceMove(src)
|
||||
|
||||
if(!..())
|
||||
if(gloves)
|
||||
if(H.equip_to_slot_if_possible(gloves, slot_gloves))
|
||||
gloves = null
|
||||
return 0
|
||||
if(gloves)
|
||||
user << "You slip \the [src] on over \the [gloves]."
|
||||
wearer = H
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/gloves/gauntlets/dropped()
|
||||
var/mob/living/carbon/human/H = wearer
|
||||
if(gloves)
|
||||
if(!H.equip_to_slot_if_possible(gloves, slot_gloves))
|
||||
gloves.forceMove(get_turf(src))
|
||||
src.gloves = null
|
||||
wearer = null
|
||||
..()
|
||||
@@ -2,7 +2,7 @@
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "captain's gloves"
|
||||
icon_state = "captain"
|
||||
item_state = "egloves"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
|
||||
/obj/item/clothing/gloves/cyborg
|
||||
desc = "beep boop borp"
|
||||
@@ -15,10 +15,9 @@
|
||||
desc = "These tactical gloves are somewhat fire and impact-resistant."
|
||||
name = "\improper SWAT Gloves"
|
||||
icon_state = "black"
|
||||
item_state = "swat_gl"
|
||||
item_state = "swat"
|
||||
siemens_coefficient = 0.50
|
||||
permeability_coefficient = 0.05
|
||||
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
heat_protection = HANDS
|
||||
@@ -28,7 +27,7 @@
|
||||
desc = "These tactical gloves are somewhat fire and impact resistant."
|
||||
name = "combat gloves"
|
||||
icon_state = "black"
|
||||
item_state = "swat_gl"
|
||||
item_state = "swat"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
cold_protection = HANDS
|
||||
@@ -40,14 +39,15 @@
|
||||
name = "latex gloves"
|
||||
desc = "Sterile latex gloves."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
siemens_coefficient = 1.0 //thin latex gloves, much more conductive than fabric gloves (basically a capacitor for AC)
|
||||
permeability_coefficient = 0.01
|
||||
germ_level = 0
|
||||
|
||||
/obj/item/clothing/gloves/botanic_leather
|
||||
desc = "These leather work gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
|
||||
name = "botanist's leather gloves"
|
||||
icon_state = "leather"
|
||||
item_state = "ggloves"
|
||||
item_state_slots = list(slot_r_hand_str = "lightbrown", slot_l_hand_str = "lightbrown")
|
||||
permeability_coefficient = 0.05
|
||||
siemens_coefficient = 0.50 //thick work gloves
|
||||
|
||||
@@ -16,47 +16,37 @@
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "collectable slime cap!"
|
||||
desc = "It just latches right in place!"
|
||||
icon_state = "slime"
|
||||
icon_state = "headslime"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/collectable/xenom
|
||||
name = "collectable xenomorph helmet!"
|
||||
desc = "Hiss hiss hiss!"
|
||||
icon_state = "xenom"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "xenos_helm",
|
||||
slot_r_hand_str = "xenos_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "xenos_helm", slot_l_hand_str = "xenos_helm")
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
/obj/item/clothing/head/collectable/chef
|
||||
name = "collectable chef's hat"
|
||||
desc = "A rare Chef's Hat meant for hat collectors!"
|
||||
icon_state = "chefhat"
|
||||
item_state = "chefhat"
|
||||
|
||||
/obj/item/clothing/head/collectable/paper
|
||||
name = "collectable paper hat"
|
||||
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
|
||||
icon_state = "paper"
|
||||
item_state = "paper"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/collectable/tophat
|
||||
name = "collectable top hat"
|
||||
desc = "A top hat worn by only the most prestigious hat collectors."
|
||||
icon_state = "tophat"
|
||||
item_state = "tophat"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/collectable/captain
|
||||
name = "collectable captain's hat"
|
||||
desc = "A Collectable Hat that'll make you look just like a real comdom!"
|
||||
icon_state = "captain"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "caphat",
|
||||
slot_r_hand_str = "caphat",
|
||||
)
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/collectable/police
|
||||
@@ -75,22 +65,19 @@
|
||||
name = "collectable welding helmet"
|
||||
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
|
||||
icon_state = "welding"
|
||||
item_state = "welding"
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "collectable slime hat"
|
||||
desc = "Just like a real Brain Slug!"
|
||||
icon_state = "headslime"
|
||||
item_state_slots = list(slot_r_hand_str = "greenbandana", slot_l_hand_str = "greenbandana")
|
||||
|
||||
/obj/item/clothing/head/collectable/flatcap
|
||||
name = "collectable flat cap"
|
||||
desc = "A Collectible farmer's Flat Cap!"
|
||||
icon_state = "flat_cap"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "detective",
|
||||
slot_r_hand_str = "detective",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
|
||||
/obj/item/clothing/head/collectable/pirate
|
||||
name = "collectable pirate hat"
|
||||
|
||||
@@ -2,10 +2,6 @@
|
||||
name = "helmet"
|
||||
desc = "Standard Security gear. Protects the head from impacts."
|
||||
icon_state = "helmet"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "helmet",
|
||||
slot_r_hand_str = "helmet",
|
||||
)
|
||||
flags = THICKMATERIAL
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
@@ -21,6 +17,7 @@
|
||||
name = "riot helmet"
|
||||
desc = "It's a helmet specifically designed to protect against close range attacks."
|
||||
icon_state = "riot"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
siemens_coefficient = 0.7
|
||||
@@ -39,6 +36,7 @@
|
||||
name = "ablative helmet"
|
||||
desc = "It's a helmet specifically designed to protect against energy projectiles."
|
||||
icon_state = "helmet_reflec"
|
||||
item_state_slots = list(slot_r_hand_str = "helmet", slot_l_hand_str = "helmet")
|
||||
armor = list(melee = 10, bullet = 10, laser = 80 ,energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
siemens_coefficient = 0.1
|
||||
@@ -47,6 +45,7 @@
|
||||
name = "bullet-resistant helmet"
|
||||
desc = "It's a helmet specifically designed to protect against ballistic projectiles."
|
||||
icon_state = "helmet_bulletproof"
|
||||
item_state_slots = list(slot_r_hand_str = "helmet", slot_l_hand_str = "helmet")
|
||||
armor = list(melee = 10, bullet = 80, laser = 10 ,energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
siemens_coefficient = 0.7
|
||||
@@ -55,6 +54,7 @@
|
||||
name = "combat helmet"
|
||||
desc = "It's a general purpose combat helmet, designed to protect against typical dangers to your head."
|
||||
icon_state = "helmet_combat"
|
||||
item_state_slots = list(slot_r_hand_str = "helmet", slot_l_hand_str = "helmet")
|
||||
armor = list(melee = 50, bullet = 50, laser = 50 ,energy = 30, bomb = 30, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
siemens_coefficient = 0.6
|
||||
@@ -82,6 +82,7 @@
|
||||
name = "gladiator helmet"
|
||||
desc = "Ave, Imperator, morituri te salutant."
|
||||
icon_state = "gladiator"
|
||||
item_state_slots = list(slot_r_hand_str = "vhelmet", slot_l_hand_str = "vhelmet")
|
||||
flags = BLOCKHAIR
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
siemens_coefficient = 1
|
||||
@@ -90,6 +91,7 @@
|
||||
name = "tactical helmet"
|
||||
desc = "An armored helmet capable of being fitted with a multitude of attachments."
|
||||
icon_state = "swathelm"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
sprite_sheets = list(
|
||||
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
|
||||
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
|
||||
@@ -103,6 +105,7 @@
|
||||
name = "Augment Array"
|
||||
desc = "A helmet with optical and cranial augments coupled to it."
|
||||
icon_state = "v62"
|
||||
item_state_slots = list(slot_r_hand_str = "head_m", slot_l_hand_str = "head_m")
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
cold_protection = HEAD
|
||||
@@ -114,10 +117,7 @@
|
||||
name = "emergency response team helmet"
|
||||
desc = "An in-atmosphere helmet worn by members of the NanoTrasen Emergency Response Team. Protects the head from impacts."
|
||||
icon_state = "erthelmet_cmd"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "syndicate-helm-green",
|
||||
slot_r_hand_str = "syndicate-helm-green",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "syndicate-helm-green", slot_l_hand_str = "syndicate-helm-green")
|
||||
armor = list(melee = 62, bullet = 50, laser = 50,energy = 35, bomb = 10, bio = 2, rad = 0)
|
||||
|
||||
//Commander
|
||||
|
||||
@@ -4,17 +4,12 @@
|
||||
name = "chef's hat"
|
||||
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
|
||||
icon_state = "chefhat"
|
||||
item_state = "chefhat"
|
||||
|
||||
//Captain
|
||||
/obj/item/clothing/head/caphat
|
||||
name = "captain's hat"
|
||||
icon_state = "captain"
|
||||
desc = "It's good being the king."
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "caphat",
|
||||
slot_r_hand_str = "caphat",
|
||||
)
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/caphat/cap
|
||||
@@ -38,6 +33,7 @@
|
||||
name = "chaplain's hood"
|
||||
desc = "It's hood that covers the head. It keeps you warm during the space winters."
|
||||
icon_state = "chaplain_hood"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
flags_inv = BLOCKHAIR
|
||||
body_parts_covered = HEAD
|
||||
|
||||
@@ -46,6 +42,7 @@
|
||||
name = "nun hood"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun_hood"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
flags_inv = BLOCKHAIR
|
||||
body_parts_covered = HEAD
|
||||
|
||||
@@ -61,70 +58,136 @@
|
||||
name = "security beret"
|
||||
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_officer"
|
||||
item_state_slots = list(slot_r_hand_str = "beret", slot_l_hand_str = "beret")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/navy/officer
|
||||
name = "officer beret"
|
||||
desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_navy_officer"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_navy", slot_l_hand_str = "beret_navy")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/navy/hos
|
||||
name = "officer beret"
|
||||
desc = "A navy blue beret with a head of security's rank emblem. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_navy_hos"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_navy", slot_l_hand_str = "beret_navy")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/navy/warden
|
||||
name = "warden beret"
|
||||
desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_navy_warden"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_navy", slot_l_hand_str = "beret_navy")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/corporate/officer
|
||||
name = "officer beret"
|
||||
desc = "A corporate black beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_corporate_officer"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/corporate/hos
|
||||
name = "officer beret"
|
||||
desc = "A corporate black beret with a head of security's rank emblem. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_corporate_hos"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/corporate/warden
|
||||
name = "warden beret"
|
||||
desc = "A corporate black beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_corporate_warden"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
|
||||
/obj/item/clothing/head/helmet/warden //should these be helmets?
|
||||
name = "warden's hat"
|
||||
desc = "It's a special helmet issued to the Warden of a securiy force."
|
||||
icon_state = "policehelm"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/HoS
|
||||
name = "Head of Security Hat"
|
||||
desc = "The hat of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap"
|
||||
body_parts_covered = 0
|
||||
siemens_coefficient = 0.8
|
||||
|
||||
/obj/item/clothing/head/helmet/HoS/dermal
|
||||
name = "Dermal Armour Patch"
|
||||
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
|
||||
icon_state = "dermal"
|
||||
item_state_slots = list(slot_r_hand_str = "", slot_l_hand_str = "")
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
/obj/item/clothing/head/det
|
||||
name = "fedora"
|
||||
desc = "A brown fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
|
||||
icon_state = "detective"
|
||||
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
|
||||
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/det/grey
|
||||
icon_state = "detective2"
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
desc = "A grey fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
|
||||
|
||||
|
||||
/obj/item/clothing/head/beret/engineering
|
||||
name = "engineering beret"
|
||||
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
|
||||
icon_state = "beret_engineering"
|
||||
|
||||
/obj/item/clothing/head/beret/purple
|
||||
name = "purple beret"
|
||||
desc = "A stylish, if purple, beret."
|
||||
icon_state = "beret_purple"
|
||||
|
||||
/obj/item/clothing/head/beret/centcom/officer
|
||||
name = "officers beret"
|
||||
desc = "A dark blue beret adorned with a silver patch. Worn by NanoTrasen Officials."
|
||||
icon_state = "beret_centcom_officer"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
|
||||
|
||||
/obj/item/clothing/head/beret/centcom/captain
|
||||
name = "captains beret"
|
||||
desc = "A white beret adorned with a blue patch. Worn by NanoTrasen command staff."
|
||||
icon_state = "beret_centcom_captain"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
|
||||
|
||||
/obj/item/clothing/head/beret/sec/gov
|
||||
name = "officer beret"
|
||||
desc = "A black beret with a gold emblem."
|
||||
icon_state = "beret_corporate_hos"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
|
||||
//Medical
|
||||
/obj/item/clothing/head/surgery
|
||||
name = "surgical cap"
|
||||
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
|
||||
icon_state = "surgcap_blue"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_blue", slot_l_hand_str = "beret_blue")
|
||||
flags_inv = BLOCKHEADHAIR
|
||||
|
||||
/obj/item/clothing/head/surgery/purple
|
||||
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple."
|
||||
icon_state = "surgcap_purple"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_purple", slot_l_hand_str = "beret_purple")
|
||||
|
||||
/obj/item/clothing/head/surgery/blue
|
||||
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is baby blue."
|
||||
icon_state = "surgcap_blue"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_blue", slot_l_hand_str = "beret_blue")
|
||||
|
||||
/obj/item/clothing/head/surgery/green
|
||||
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is dark green."
|
||||
icon_state = "surgcap_green"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_green", slot_l_hand_str = "beret_green")
|
||||
|
||||
/obj/item/clothing/head/surgery/black
|
||||
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is black."
|
||||
icon_state = "surgcap_black"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
|
||||
/obj/item/clothing/head/surgery/navyblue
|
||||
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is navy blue."
|
||||
icon_state = "surgcap_navyblue"
|
||||
icon_state = "surgcap_navyblue"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_navy", slot_l_hand_str = "beret_navy")
|
||||
@@ -1,16 +1,15 @@
|
||||
|
||||
|
||||
/obj/item/clothing/head/centhat
|
||||
name = "\improper CentComm. hat"
|
||||
icon_state = "centcom"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "centhat",
|
||||
slot_r_hand_str = "centhat",
|
||||
)
|
||||
desc = "It's good to be emperor."
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/centhat/customs
|
||||
name = "Customs Hat"
|
||||
desc = "A formal hat for SolGov Customs Officers."
|
||||
icon_state = "customshat"
|
||||
|
||||
/obj/item/clothing/head/hairflower
|
||||
name = "hair flower pin"
|
||||
icon_state = "hairflower"
|
||||
@@ -37,25 +36,25 @@
|
||||
name = "powdered wig"
|
||||
desc = "A powdered wig."
|
||||
icon_state = "pwig"
|
||||
item_state = "pwig"
|
||||
|
||||
/obj/item/clothing/head/that
|
||||
name = "top-hat"
|
||||
desc = "It's an amish looking hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "tophat"
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/redcoat
|
||||
name = "redcoat's hat"
|
||||
icon_state = "redcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "pirate", slot_l_hand_str = "pirate")
|
||||
desc = "<i>'I guess it's a redhead.'</i>"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/mailman
|
||||
name = "station cap"
|
||||
icon_state = "mailman"
|
||||
item_state_slots = list(slot_r_hand_str = "hopcap", slot_l_hand_str = "hopcap")
|
||||
desc = "<i>Choo-choo</i>!"
|
||||
body_parts_covered = 0
|
||||
|
||||
@@ -63,6 +62,7 @@
|
||||
name = "plague doctor's hat"
|
||||
desc = "These were once used by Plague doctors. They're pretty much useless."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state_slots = list(slot_r_hand_str = "tophat", slot_l_hand_str = "tophat")
|
||||
permeability_coefficient = 0.01
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = 0
|
||||
@@ -71,6 +71,7 @@
|
||||
name = "hastur's hood"
|
||||
desc = "It's unspeakably stylish"
|
||||
icon_state = "hasturhood"
|
||||
item_state_slots = list(slot_r_hand_str = "enginering_beret", slot_l_hand_str = "enginering_beret")
|
||||
flags_inv = BLOCKHAIR
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
@@ -83,10 +84,7 @@
|
||||
|
||||
/obj/item/clothing/head/syndicatefake
|
||||
name = "red space-helmet replica"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "syndicate-helm-black-red",
|
||||
slot_r_hand_str = "syndicate-helm-black-red",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "syndicate-helm-black-red", slot_l_hand_str = "syndicate-helm-black-red")
|
||||
icon_state = "syndicate"
|
||||
desc = "A plastic replica of a bloodthirsty mercenary's space helmet, you'll look just like a real murderous criminal operative in this! This is a toy, it is not made for use in space!"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
|
||||
@@ -97,7 +95,6 @@
|
||||
name = "cueball helmet"
|
||||
desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
|
||||
icon_state = "cueball"
|
||||
item_state = "cueball"
|
||||
flags_inv = BLOCKHAIR
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
@@ -105,7 +102,6 @@
|
||||
name = "green bandana"
|
||||
desc = "It's a green bandana with some fine nanotech lining."
|
||||
icon_state = "greenbandana"
|
||||
item_state = "greenbandana"
|
||||
flags_inv = 0
|
||||
body_parts_covered = 0
|
||||
|
||||
@@ -113,14 +109,13 @@
|
||||
name = "cardborg helmet"
|
||||
desc = "A helmet made out of a box."
|
||||
icon_state = "cardborg_h"
|
||||
item_state = "cardborg_h"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
/obj/item/clothing/head/justice
|
||||
name = "justice hat"
|
||||
desc = "fight for what's righteous!"
|
||||
icon_state = "justicered"
|
||||
icon_state = "justicered" //Does this even exist?
|
||||
flags_inv = BLOCKHAIR
|
||||
body_parts_covered = HEAD|EYES
|
||||
|
||||
@@ -146,11 +141,8 @@
|
||||
name = "flat cap"
|
||||
desc = "A working man's cap."
|
||||
icon_state = "flat_cap"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "det_hat",
|
||||
slot_r_hand_str = "det_hat",
|
||||
)
|
||||
siemens_coefficient = 0.9
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
siemens_coefficient = 0.9 //...what?
|
||||
|
||||
/obj/item/clothing/head/pirate
|
||||
name = "pirate hat"
|
||||
@@ -162,17 +154,20 @@
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
icon_state = "hgpiratecap"
|
||||
item_state_slots = list(slot_r_hand_str = "hoscap", slot_l_hand_str = "hoscap")
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/bandana
|
||||
name = "pirate bandana"
|
||||
desc = "Yarr."
|
||||
icon_state = "bandana"
|
||||
item_state_slots = list(slot_r_hand_str = "redbandana", slot_l_hand_str = "redbandana")
|
||||
|
||||
/obj/item/clothing/head/bowler
|
||||
name = "bowler-hat"
|
||||
desc = "Gentleman, elite aboard!"
|
||||
icon_state = "bowler"
|
||||
item_state_slots = list(slot_r_hand_str = "tophat", slot_l_hand_str = "tophat")
|
||||
body_parts_covered = 0
|
||||
|
||||
//stylish bs12 hats
|
||||
@@ -180,27 +175,32 @@
|
||||
/obj/item/clothing/head/bowlerhat
|
||||
name = "bowler hat"
|
||||
icon_state = "bowler_hat"
|
||||
item_state_slots = list(slot_r_hand_str = "tophat", slot_l_hand_str = "tophat")
|
||||
desc = "For the gentleman of distinction."
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/beaverhat
|
||||
name = "beaver hat"
|
||||
icon_state = "beaver_hat"
|
||||
item_state_slots = list(slot_r_hand_str = "tophat", slot_l_hand_str = "tophat")
|
||||
desc = "Soft felt makes this hat both comfortable and elegant."
|
||||
|
||||
/obj/item/clothing/head/boaterhat
|
||||
name = "boater hat"
|
||||
icon_state = "boater_hat"
|
||||
item_state_slots = list(slot_r_hand_str = "tophat", slot_l_hand_str = "tophat")
|
||||
desc = "The ultimate in summer fashion."
|
||||
|
||||
/obj/item/clothing/head/fedora
|
||||
name = "fedora"
|
||||
icon_state = "fedora"
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
desc = "A sharp, stylish hat."
|
||||
|
||||
/obj/item/clothing/head/feathertrilby
|
||||
name = "feather trilby"
|
||||
icon_state = "feather_trilby"
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
desc = "A sharp, stylish hat with a feather."
|
||||
|
||||
/obj/item/clothing/head/fez
|
||||
@@ -208,13 +208,10 @@
|
||||
icon_state = "fez"
|
||||
desc = "You should wear a fez. Fezzes are cool."
|
||||
|
||||
//end bs12 hats
|
||||
|
||||
/obj/item/clothing/head/cowboy_hat
|
||||
name = "cowboy hat"
|
||||
desc = "For those that have spurs that go jingle jangle jingle."
|
||||
icon_state = "cowboyhat"
|
||||
item_state = "cowboy_hat"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/witchwig
|
||||
@@ -228,10 +225,6 @@
|
||||
name = "chicken suit head"
|
||||
desc = "Bkaw!"
|
||||
icon_state = "chickenhead"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "chickensuit",
|
||||
slot_r_hand_str = "chickensuit",
|
||||
)
|
||||
flags_inv = BLOCKHAIR
|
||||
siemens_coefficient = 0.7
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
@@ -240,16 +233,14 @@
|
||||
name = "bear pelt hat"
|
||||
desc = "Fuzzy."
|
||||
icon_state = "bearpelt"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_black", slot_l_hand_str = "beret_black")
|
||||
flags_inv = BLOCKHAIR
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
/obj/item/clothing/head/xenos
|
||||
name = "xenos helmet"
|
||||
icon_state = "xenos"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "xenos_helm",
|
||||
slot_r_hand_str = "xenos_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "xenos_helm", slot_l_hand_str = "xenos_helm")
|
||||
desc = "A helmet made out of chitinous alien hide."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
|
||||
siemens_coefficient = 2.0
|
||||
@@ -259,10 +250,7 @@
|
||||
name = "natural philosopher's wig"
|
||||
desc = "A stylish monstrosity unearthed from Earth's Renaissance period. With this most distinguish'd wig, you'll be ready for your next soiree!"
|
||||
icon_state = "philosopher_wig"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "pwig",
|
||||
slot_r_hand_str = "pwig",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "pwig", slot_l_hand_str = "pwig")
|
||||
flags_inv = BLOCKHAIR
|
||||
siemens_coefficient = 2.0 //why is it so conductive?!
|
||||
body_parts_covered = 0
|
||||
@@ -277,6 +265,7 @@
|
||||
name = "hijab"
|
||||
desc = "A veil that is wrapped to cover the head and chest"
|
||||
icon_state = "hijab"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
|
||||
body_parts_covered = 0
|
||||
flags_inv = BLOCKHAIR
|
||||
|
||||
@@ -290,5 +279,6 @@
|
||||
name = "turban"
|
||||
desc = "A cloth used to wind around the head"
|
||||
icon_state = "turban"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
|
||||
body_parts_covered = 0
|
||||
flags_inv = BLOCKHAIR
|
||||
|
||||
@@ -15,10 +15,7 @@
|
||||
name = "welding helmet"
|
||||
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
|
||||
icon_state = "welding"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "welding",
|
||||
slot_r_hand_str = "welding",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding")
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
|
||||
var/up = 0
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
@@ -54,9 +51,11 @@
|
||||
icon_state = "[base_state]up"
|
||||
usr << "You push the [src] up out of your face."
|
||||
update_clothing_icon() //so our mob-overlays
|
||||
if (ismob(src.loc)) //should allow masks to update when it is opened/closed
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_wear_mask()
|
||||
usr.update_action_buttons()
|
||||
|
||||
|
||||
/*
|
||||
* Cakehat
|
||||
*/
|
||||
@@ -64,7 +63,6 @@
|
||||
name = "cake-hat"
|
||||
desc = "It's tasty looking!"
|
||||
icon_state = "cake0"
|
||||
item_state = "cake0"
|
||||
var/onfire = 0
|
||||
body_parts_covered = HEAD
|
||||
|
||||
@@ -83,18 +81,16 @@
|
||||
location.hotspot_expose(700, 1)
|
||||
|
||||
/obj/item/clothing/head/cakehat/attack_self(mob/user as mob)
|
||||
src.onfire = !( src.onfire )
|
||||
if (src.onfire)
|
||||
src.force = 3
|
||||
src.damtype = "fire"
|
||||
src.icon_state = "cake1"
|
||||
src.item_state = "cake1"
|
||||
onfire = !(onfire)
|
||||
if (onfire)
|
||||
force = 3
|
||||
damtype = "fire"
|
||||
icon_state = "cake1"
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
src.force = null
|
||||
src.damtype = "brute"
|
||||
src.icon_state = "cake0"
|
||||
src.item_state = "cake0"
|
||||
force = null
|
||||
damtype = "brute"
|
||||
icon_state = "cake0"
|
||||
return
|
||||
|
||||
|
||||
@@ -151,6 +147,7 @@
|
||||
name = "chicken mask"
|
||||
desc = "You can hear the distant sounds of rhythmic electronica."
|
||||
icon_state = "richard"
|
||||
item_state_slots = list(slot_r_hand_str = "chickenhead", slot_l_hand_str = "chickenhead")
|
||||
body_parts_covered = HEAD|FACE
|
||||
flags_inv = BLOCKHAIR
|
||||
|
||||
@@ -158,10 +155,12 @@
|
||||
name = "santa hat"
|
||||
desc = "It's a festive christmas hat, in red!"
|
||||
icon_state = "santahatnorm"
|
||||
item_state_slots = list(slot_r_hand_str = "santahat", slot_l_hand_str = "santahat")
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/santa/green
|
||||
name = "green santa hat"
|
||||
desc = "It's a festive christmas hat, in green!"
|
||||
icon_state = "santahatgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "santahatgreen", slot_l_hand_str = "santahatgreen")
|
||||
body_parts_covered = 0
|
||||
@@ -2,26 +2,23 @@
|
||||
name = "cargo cap"
|
||||
desc = "It's a peaked cap in a tasteless yellow color."
|
||||
icon_state = "cargosoft"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "helmet", //probably a placeholder
|
||||
slot_r_hand_str = "helmet",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "cargosoft", slot_l_hand_str = "cargosoft")
|
||||
var/flipped = 0
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/soft/dropped()
|
||||
src.icon_state = initial(icon_state)
|
||||
src.flipped=0
|
||||
icon_state = initial(icon_state)
|
||||
flipped=0
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/soft/attack_self(mob/user)
|
||||
src.flipped = !src.flipped
|
||||
if(src.flipped)
|
||||
flipped = !flipped
|
||||
if(flipped)
|
||||
icon_state = "[icon_state]_flipped"
|
||||
user << "You flip the hat backwards."
|
||||
else
|
||||
src.icon_state = initial(icon_state)
|
||||
icon_state = initial(icon_state)
|
||||
user << "You flip the hat back in normal position."
|
||||
update_clothing_icon() //so our mob-overlays update
|
||||
|
||||
@@ -29,58 +26,70 @@
|
||||
name = "red cap"
|
||||
desc = "It's a baseball hat in a tasteless red color."
|
||||
icon_state = "redsoft"
|
||||
item_state_slots = list(slot_r_hand_str = "redsoft", slot_l_hand_str = "redsoft")
|
||||
|
||||
/obj/item/clothing/head/soft/blue
|
||||
name = "blue cap"
|
||||
desc = "It's a peaked cap in a tasteless blue color."
|
||||
icon_state = "bluesoft"
|
||||
item_state_slots = list(slot_r_hand_str = "bluesoft", slot_l_hand_str = "bluesoft")
|
||||
|
||||
/obj/item/clothing/head/soft/green
|
||||
name = "green cap"
|
||||
desc = "It's a peaked cap in a tasteless green color."
|
||||
icon_state = "greensoft"
|
||||
item_state_slots = list(slot_r_hand_str = "greensoft", slot_l_hand_str = "greensoft")
|
||||
|
||||
/obj/item/clothing/head/soft/yellow
|
||||
name = "yellow cap"
|
||||
desc = "It's a peaked cap in a tasteless yellow color."
|
||||
icon_state = "yellowsoft"
|
||||
item_state_slots = list(slot_r_hand_str = "yellowsoft", slot_l_hand_str = "yellowsoft")
|
||||
|
||||
/obj/item/clothing/head/soft/grey
|
||||
name = "grey cap"
|
||||
desc = "It's a peaked cap in a tasteful grey color."
|
||||
icon_state = "greysoft"
|
||||
item_state_slots = list(slot_r_hand_str = "greysoft", slot_l_hand_str = "greysoft")
|
||||
|
||||
/obj/item/clothing/head/soft/orange
|
||||
name = "orange cap"
|
||||
desc = "It's a peaked cap in a tasteless orange color."
|
||||
icon_state = "orangesoft"
|
||||
item_state_slots = list(slot_r_hand_str = "orangesoft", slot_l_hand_str = "orangesoft")
|
||||
|
||||
/obj/item/clothing/head/soft/mime
|
||||
name = "white cap"
|
||||
desc = "It's a peaked cap in a tasteless white color."
|
||||
icon_state = "mimesoft"
|
||||
item_state_slots = list(slot_r_hand_str = "mimesoft", slot_l_hand_str = "mimesoft")
|
||||
|
||||
/obj/item/clothing/head/soft/purple
|
||||
name = "purple cap"
|
||||
desc = "It's a peaked cap in a tasteless purple color."
|
||||
icon_state = "purplesoft"
|
||||
item_state_slots = list(slot_r_hand_str = "purplesoft", slot_l_hand_str = "purplesoft")
|
||||
|
||||
/obj/item/clothing/head/soft/rainbow
|
||||
name = "rainbow cap"
|
||||
desc = "It's a peaked cap in a bright rainbow of colors."
|
||||
icon_state = "rainbowsoft"
|
||||
item_state_slots = list(slot_r_hand_str = "rainbowsoft", slot_l_hand_str = "rainbowsoft")
|
||||
|
||||
/obj/item/clothing/head/soft/sec
|
||||
name = "security cap"
|
||||
desc = "It's a field cap in tasteful red color."
|
||||
icon_state = "secsoft"
|
||||
item_state_slots = list(slot_r_hand_str = "secsoft", slot_l_hand_str = "secsoft")
|
||||
|
||||
/obj/item/clothing/head/soft/sec/corp
|
||||
name = "corporate security cap"
|
||||
desc = "It's field cap in corporate colors."
|
||||
icon_state = "corpsoft"
|
||||
item_state_slots = list(slot_r_hand_str = "corpsoft", slot_l_hand_str = "corpsoft")
|
||||
|
||||
/obj/item/clothing/head/soft/black
|
||||
name = "black cap"
|
||||
desc = "It's a peaked cap in a tasteful black color."
|
||||
icon_state = "blacksoft"
|
||||
icon_state = "blacksoft"
|
||||
item_state_slots = list(slot_r_hand_str = "blacksoft", slot_l_hand_str = "blacksoft")
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "balaclava"
|
||||
desc = "LOADSAMONEY"
|
||||
icon_state = "balaclava"
|
||||
item_state = "balaclava"
|
||||
item_state_slots = list(slot_r_hand_str = "bandblack", slot_l_hand_str = "bandblack")
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
body_parts_covered = FACE|HEAD
|
||||
w_class = 2
|
||||
@@ -15,7 +15,7 @@
|
||||
name = "green balaclava"
|
||||
desc = "Designed to both hide identities and keep your face comfy and warm."
|
||||
icon_state = "swatclava"
|
||||
item_state = "balaclava"
|
||||
item_state_slots = list(slot_r_hand_str = "bandgreen", slot_l_hand_str = "bandgreen")
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
w_class = 2
|
||||
sprite_sheets = list(
|
||||
@@ -27,7 +27,6 @@
|
||||
name = "Luchador Mask"
|
||||
desc = "Worn by robust fighters, flying high to defeat their foes!"
|
||||
icon_state = "luchag"
|
||||
item_state = "luchag"
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
body_parts_covered = HEAD|FACE
|
||||
w_class = 2
|
||||
@@ -37,10 +36,8 @@
|
||||
name = "Tecnicos Mask"
|
||||
desc = "Worn by robust fighters who uphold justice and fight honorably."
|
||||
icon_state = "luchador"
|
||||
item_state = "luchador"
|
||||
|
||||
/obj/item/clothing/mask/luchador/rudos
|
||||
name = "Rudos Mask"
|
||||
desc = "Worn by robust fighters who are willing to do anything to win."
|
||||
icon_state = "luchar"
|
||||
item_state = "luchar"
|
||||
icon_state = "luchar"
|
||||
@@ -2,7 +2,7 @@
|
||||
desc = "A close-fitting mask that can be connected to an air supply."
|
||||
name = "breath mask"
|
||||
icon_state = "breath"
|
||||
item_state = "breath"
|
||||
item_state_slots = list(slot_r_hand_str = "breath", slot_l_hand_str = "breath")
|
||||
item_flags = AIRTIGHT|FLEXIBLEMATERIAL
|
||||
body_parts_covered = FACE
|
||||
w_class = 2
|
||||
@@ -41,5 +41,5 @@
|
||||
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
||||
name = "medical mask"
|
||||
icon_state = "medical"
|
||||
item_state = "medical"
|
||||
item_state_slots = list(slot_r_hand_str = "medical", slot_l_hand_str = "medical")
|
||||
permeability_coefficient = 0.01
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
|
||||
body_parts_covered = FACE|EYES
|
||||
w_class = 3.0
|
||||
item_state = "gas_alt"
|
||||
item_state_slots = list(slot_r_hand_str = "gas_alt", slot_l_hand_str = "gas_alt")
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
siemens_coefficient = 0.9
|
||||
@@ -32,7 +32,7 @@
|
||||
name = "plague doctor mask"
|
||||
desc = "A modernised version of the classic design, this mask will not only filter out phoron but it can also be connected to an air supply."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "gas_mask"
|
||||
item_state_slots = list(slot_r_hand_str = "gas", slot_l_hand_str = "gas")
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0)
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
@@ -53,37 +53,36 @@
|
||||
name = "clown wig and mask"
|
||||
desc = "A true prankster's facial attire. A clown is incomplete without their wig and mask."
|
||||
icon_state = "clown"
|
||||
item_state = "clown_hat"
|
||||
item_state_slots = list(slot_r_hand_str = "clown_hat", slot_l_hand_str = "clown_hat")
|
||||
|
||||
/obj/item/clothing/mask/gas/sexyclown
|
||||
name = "sexy-clown wig and mask"
|
||||
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
|
||||
icon_state = "sexyclown"
|
||||
item_state = "sexyclown"
|
||||
item_state_slots = list(slot_r_hand_str = "clown_hat", slot_l_hand_str = "clown_hat")
|
||||
|
||||
/obj/item/clothing/mask/gas/mime
|
||||
name = "mime mask"
|
||||
desc = "The traditional mime's mask. It has an eerie facial posture."
|
||||
icon_state = "mime"
|
||||
item_state = "mime"
|
||||
item_state_slots = list(slot_r_hand_str = "mime", slot_l_hand_str = "mime")
|
||||
|
||||
/obj/item/clothing/mask/gas/monkeymask
|
||||
name = "monkey mask"
|
||||
desc = "A mask used when acting as a monkey."
|
||||
icon_state = "monkeymask"
|
||||
item_state = "monkeymask"
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
/obj/item/clothing/mask/gas/sexymime
|
||||
name = "sexy mime mask"
|
||||
desc = "A traditional female mime's mask."
|
||||
icon_state = "sexymime"
|
||||
item_state = "sexymime"
|
||||
item_state_slots = list(slot_r_hand_str = "mime", slot_l_hand_str = "mime")
|
||||
|
||||
/obj/item/clothing/mask/gas/death_commando
|
||||
name = "Death Commando Mask"
|
||||
icon_state = "death_commando_mask"
|
||||
item_state = "death_commando_mask"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
siemens_coefficient = 0.2
|
||||
|
||||
/obj/item/clothing/mask/gas/cyborg
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
name = "muzzle"
|
||||
desc = "To stop that awful noise."
|
||||
icon_state = "muzzle"
|
||||
item_state = "muzzle"
|
||||
body_parts_covered = FACE
|
||||
w_class = 2
|
||||
gas_transfer_coefficient = 0.90
|
||||
@@ -13,7 +12,7 @@
|
||||
desc = "It's a robust DIY muzzle!"
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "tape_cross"
|
||||
item_state = null
|
||||
item_state_slots = list(slot_r_hand_str = null, slot_l_hand_str = null)
|
||||
w_class = 1
|
||||
|
||||
/obj/item/clothing/mask/muzzle/New()
|
||||
@@ -31,13 +30,38 @@
|
||||
name = "sterile mask"
|
||||
desc = "A sterile mask designed to help prevent the spread of diseases."
|
||||
icon_state = "sterile"
|
||||
item_state = "sterile"
|
||||
item_state_slots = list(slot_r_hand_str = "sterile", slot_l_hand_str = "sterile")
|
||||
w_class = 2
|
||||
body_parts_covered = FACE
|
||||
item_flags = FLEXIBLEMATERIAL
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
|
||||
var/hanging = 0
|
||||
|
||||
/obj/item/clothing/mask/surgical/proc/adjust_mask(mob_user)
|
||||
if(usr.canmove && !usr.stat)
|
||||
src.hanging = !src.hanging
|
||||
if (src.hanging)
|
||||
gas_transfer_coefficient = 1
|
||||
body_parts_covered = body_parts_covered & ~FACE
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
icon_state = "steriledown"
|
||||
usr << "You pull the mask below your chin."
|
||||
else
|
||||
gas_transfer_coefficient = initial(gas_transfer_coefficient)
|
||||
body_parts_covered = initial(body_parts_covered)
|
||||
icon_state = initial(icon_state)
|
||||
armor = initial(armor)
|
||||
usr << "You pull the mask up to cover your face."
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/mask/surgical/verb/toggle()
|
||||
set category = "Object"
|
||||
set name = "Adjust mask"
|
||||
set src in usr
|
||||
|
||||
adjust_mask(usr)
|
||||
|
||||
/obj/item/clothing/mask/fakemoustache
|
||||
name = "fake moustache"
|
||||
@@ -59,7 +83,6 @@
|
||||
name = "blue neck scarf"
|
||||
desc = "A blue neck scarf."
|
||||
icon_state = "blueneckscarf"
|
||||
item_state = "blueneckscarf"
|
||||
body_parts_covered = FACE
|
||||
item_flags = FLEXIBLEMATERIAL
|
||||
w_class = 2
|
||||
@@ -69,7 +92,6 @@
|
||||
name = "red scarf"
|
||||
desc = "A red and white checkered neck scarf."
|
||||
icon_state = "redwhite_scarf"
|
||||
item_state = "redwhite_scarf"
|
||||
body_parts_covered = FACE
|
||||
item_flags = FLEXIBLEMATERIAL
|
||||
w_class = 2
|
||||
@@ -79,7 +101,6 @@
|
||||
name = "green scarf"
|
||||
desc = "A green neck scarf."
|
||||
icon_state = "green_scarf"
|
||||
item_state = "green_scarf"
|
||||
body_parts_covered = FACE
|
||||
item_flags = FLEXIBLEMATERIAL
|
||||
w_class = 2
|
||||
@@ -89,7 +110,6 @@
|
||||
name = "ninja scarf"
|
||||
desc = "A stealthy, dark scarf."
|
||||
icon_state = "ninja_scarf"
|
||||
item_state = "ninja_scarf"
|
||||
body_parts_covered = FACE
|
||||
item_flags = FLEXIBLEMATERIAL
|
||||
w_class = 2
|
||||
@@ -100,7 +120,6 @@
|
||||
name = "pig mask"
|
||||
desc = "A rubber pig mask."
|
||||
icon_state = "pig"
|
||||
item_state = "pig"
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
w_class = 2
|
||||
siemens_coefficient = 0.9
|
||||
@@ -110,7 +129,6 @@
|
||||
name = "horse head mask"
|
||||
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
|
||||
icon_state = "horsehead"
|
||||
item_state = "horsehead"
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
w_class = 2
|
||||
@@ -126,7 +144,7 @@
|
||||
name = "camera MIU"
|
||||
desc = "Allows for direct mental connection to accessible camera networks."
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja"
|
||||
item_state_slots = list(slot_r_hand_str = "mime", slot_l_hand_str = "mime")
|
||||
flags_inv = HIDEFACE
|
||||
body_parts_covered = 0
|
||||
var/mob/observer/eye/aiEye/eye
|
||||
@@ -160,29 +178,57 @@
|
||||
flags_inv = HIDEFACE
|
||||
slot_flags = SLOT_MASK
|
||||
icon_state = "bandblack"
|
||||
item_state = null
|
||||
item_state_slots = list(slot_r_hand_str = "bandblack", slot_l_hand_str = "bandblack")
|
||||
var/tied = 0
|
||||
|
||||
/obj/item/clothing/mask/bandana/proc/adjust_bandana(mob/user)
|
||||
if(usr.canmove && !usr.stat)
|
||||
src.tied = !src.tied
|
||||
if (src.tied)
|
||||
flags_inv = flags_inv & ~HIDEFACE
|
||||
slot_flags = SLOT_HEAD
|
||||
icon_state = "[icon_state]_up"
|
||||
usr << "You tie the bandana so that it can be worn on the head."
|
||||
else
|
||||
flags_inv = initial(flags_inv)
|
||||
slot_flags = initial(slot_flags)
|
||||
icon_state = initial(icon_state)
|
||||
usr << "You tie the bandana so that it can be worn on the face."
|
||||
|
||||
/obj/item/clothing/mask/bandana/verb/toggle()
|
||||
set category = "Object"
|
||||
set name = "Tie bandana"
|
||||
set src in usr
|
||||
|
||||
adjust_bandana(usr)
|
||||
update_icon()
|
||||
|
||||
/obj/item/clothing/mask/bandana/red
|
||||
name = "red bandana"
|
||||
desc = "A fine red bandana with nanotech lining."
|
||||
icon_state = "bandred"
|
||||
item_state_slots = list(slot_r_hand_str = "bandred", slot_l_hand_str = "bandred")
|
||||
|
||||
/obj/item/clothing/mask/bandana/blue
|
||||
name = "blue bandana"
|
||||
desc = "A fine blue bandana with nanotech lining."
|
||||
icon_state = "bandblue"
|
||||
item_state_slots = list(slot_r_hand_str = "bandblue", slot_l_hand_str = "bandblue")
|
||||
|
||||
/obj/item/clothing/mask/bandana/green
|
||||
name = "green bandana"
|
||||
desc = "A fine green bandana with nanotech lining."
|
||||
icon_state = "bandgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "bandgreen", slot_l_hand_str = "bandgreen")
|
||||
|
||||
/obj/item/clothing/mask/bandana/gold
|
||||
name = "gold bandana"
|
||||
desc = "A fine gold bandana with nanotech lining."
|
||||
icon_state = "bandgold"
|
||||
item_state_slots = list(slot_r_hand_str = "bandgold", slot_l_hand_str = "bandgold")
|
||||
|
||||
/obj/item/clothing/mask/bandana/skull
|
||||
name = "skull bandana"
|
||||
desc = "A fine black bandana with nanotech lining and a skull emblem."
|
||||
icon_state = "bandskull"
|
||||
item_state_slots = list(slot_r_hand_str = "bandskull", slot_l_hand_str = "bandskull")
|
||||
@@ -8,7 +8,6 @@
|
||||
heat_protection = FEET
|
||||
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
|
||||
/obj/item/clothing/shoes/brown
|
||||
name = "brown shoes"
|
||||
desc = "A pair of brown shoes."
|
||||
@@ -30,10 +29,6 @@
|
||||
name = "purple shoes"
|
||||
icon_state = "purple"
|
||||
|
||||
/obj/item/clothing/shoes/brown
|
||||
name = "brown shoes"
|
||||
icon_state = "brown"
|
||||
|
||||
/obj/item/clothing/shoes/red
|
||||
name = "red shoes"
|
||||
desc = "Stylish red shoes."
|
||||
@@ -58,36 +53,43 @@
|
||||
name = "black flats"
|
||||
desc = "Sleek black flats."
|
||||
icon_state = "flatsblack"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
|
||||
/obj/item/clothing/shoes/flats/white
|
||||
name = "white flats"
|
||||
desc = "Shiny white flats."
|
||||
icon_state = "flatswhite"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
|
||||
/obj/item/clothing/shoes/flats/red
|
||||
name = "red flats"
|
||||
desc = "Ruby red flats."
|
||||
icon_state = "flatsred"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/shoes/flats/purple
|
||||
name = "purple flats"
|
||||
desc = "Royal purple flats."
|
||||
icon_state = "flatspurple"
|
||||
item_state_slots = list(slot_r_hand_str = "purple", slot_l_hand_str = "purple")
|
||||
|
||||
/obj/item/clothing/shoes/flats/blue
|
||||
name = "blue flats"
|
||||
desc = "Sleek blue flats."
|
||||
icon_state = "flatsblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
|
||||
/obj/item/clothing/shoes/flats/brown
|
||||
name = "brown flats"
|
||||
desc = "Sleek brown flats."
|
||||
icon_state = "flatsbrown"
|
||||
item_state_slots = list(slot_r_hand_str = "brown", slot_l_hand_str = "brown")
|
||||
|
||||
/obj/item/clothing/shoes/flats/orange
|
||||
name = "orange flats"
|
||||
desc = "Radiant orange flats."
|
||||
icon_state = "flatsorange"
|
||||
item_state_slots = list(slot_r_hand_str = "orange", slot_l_hand_str = "orange")
|
||||
|
||||
/obj/item/clothing/shoes/orange
|
||||
name = "orange shoes"
|
||||
@@ -95,23 +97,23 @@
|
||||
var/obj/item/weapon/handcuffs/chained = null
|
||||
|
||||
/obj/item/clothing/shoes/orange/proc/attach_cuffs(var/obj/item/weapon/handcuffs/cuffs, mob/user as mob)
|
||||
if (src.chained) return
|
||||
if (chained) return
|
||||
|
||||
user.drop_item()
|
||||
cuffs.loc = src
|
||||
src.chained = cuffs
|
||||
src.slowdown = 15
|
||||
src.icon_state = "orange1"
|
||||
chained = cuffs
|
||||
slowdown = 15
|
||||
icon_state = "orange1"
|
||||
|
||||
/obj/item/clothing/shoes/orange/proc/remove_cuffs(mob/user as mob)
|
||||
if (!src.chained) return
|
||||
if (!chained) return
|
||||
|
||||
user.put_in_hands(src.chained)
|
||||
src.chained.add_fingerprint(user)
|
||||
user.put_in_hands(chained)
|
||||
chained.add_fingerprint(user)
|
||||
|
||||
src.slowdown = initial(slowdown)
|
||||
src.icon_state = "orange"
|
||||
src.chained = null
|
||||
slowdown = initial(slowdown)
|
||||
icon_state = "orange"
|
||||
chained = null
|
||||
|
||||
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
|
||||
..()
|
||||
@@ -120,6 +122,4 @@
|
||||
/obj/item/clothing/shoes/orange/attackby(H as obj, mob/user as mob)
|
||||
..()
|
||||
if (istype(H, /obj/item/weapon/handcuffs))
|
||||
attach_cuffs(H, user)
|
||||
|
||||
|
||||
attach_cuffs(H, user)
|
||||
@@ -11,7 +11,6 @@
|
||||
name = "jackboots"
|
||||
desc = "Standard-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
force = 3
|
||||
armor = list(melee = 30, bullet = 10, laser = 10, energy = 15, bomb = 20, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.7
|
||||
@@ -20,15 +19,14 @@
|
||||
/obj/item/clothing/shoes/jackboots/toeless
|
||||
name = "toe-less jackboots"
|
||||
desc = "Modified pair of jackboots, particularly friendly to those species whose toes hold claws."
|
||||
item_state = "digiboots"
|
||||
icon_state = "digiboots"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/shoes/workboots
|
||||
name = "workboots"
|
||||
desc = "A pair of steel-toed work boots designed for use in industrial settings. Safety first."
|
||||
icon_state = "workboots"
|
||||
item_state = "workboots"
|
||||
armor = list(melee = 40, bullet = 0, laser = 0, energy = 15, bomb = 20, bio = 0, rad = 20)
|
||||
siemens_coefficient = 0.7
|
||||
can_hold_knife = 1
|
||||
@@ -18,6 +18,7 @@
|
||||
name = "ablative leg guards"
|
||||
desc = "These will protect your legs and feet from energy weapons."
|
||||
icon_state = "leg_guards_laser"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.1
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
@@ -25,6 +26,7 @@
|
||||
name = "bullet resistant leg guards"
|
||||
desc = "These will protect your legs and feet from ballistic weapons."
|
||||
icon_state = "leg_guards_bullet"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.7
|
||||
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
@@ -32,6 +34,7 @@
|
||||
name = "riot leg guards"
|
||||
desc = "These will protect your legs and feet from close combat weapons."
|
||||
icon_state = "leg_guards_riot"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.5
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
@@ -39,5 +42,6 @@
|
||||
name = "combat leg guards"
|
||||
desc = "These will protect your legs and feet from a variety of weapons."
|
||||
icon_state = "leg_guards_combat"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
siemens_coefficient = 0.6
|
||||
armor = list(melee = 50, bullet = 50, laser = 50, energy = 30, bomb = 30, bio = 0, rad = 0)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle. They're large enough to be worn over other footwear."
|
||||
name = "magboots"
|
||||
icon_state = "magboots0"
|
||||
item_state_slots = list(slot_r_hand_str = "magboots", slot_l_hand_str = "magboots")
|
||||
species_restricted = null
|
||||
force = 3
|
||||
overshoes = 1
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
desc = "A pair of brown shoes. They seem to have extra grip."
|
||||
name = "brown shoes"
|
||||
icon_state = "brown"
|
||||
item_state = "brown"
|
||||
permeability_coefficient = 0.05
|
||||
item_flags = NOSLIP
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
@@ -12,12 +11,13 @@
|
||||
|
||||
/obj/item/clothing/shoes/mime
|
||||
name = "mime shoes"
|
||||
icon_state = "mime"
|
||||
icon_state = "white"
|
||||
|
||||
/obj/item/clothing/shoes/swat
|
||||
name = "\improper SWAT shoes"
|
||||
desc = "When you want to turn up the heat."
|
||||
icon_state = "swat"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
force = 3
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
item_flags = NOSLIP
|
||||
@@ -58,7 +58,7 @@
|
||||
name = "combat boots"
|
||||
desc = "Standard issue combat boots for combat scenarios or combat situations. All combat, all the time. It can hold a Strategical knife."
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots")
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
siemens_coefficient = 0.6
|
||||
var/obj/item/weapon/material/hatchet/tacknife
|
||||
@@ -125,7 +125,6 @@
|
||||
desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
|
||||
name = "clown shoes"
|
||||
icon_state = "clown"
|
||||
item_state = "clown_shoes"
|
||||
slowdown = SHOES_SLOWDOWN+1
|
||||
force = 0
|
||||
var/footstep = 1 //used for squeeks whilst walking
|
||||
@@ -145,7 +144,7 @@
|
||||
name = "boots"
|
||||
desc = "A pair of boots worn by the followers of Nar-Sie."
|
||||
icon_state = "cult"
|
||||
item_state = "cult"
|
||||
item_state_slots = list(slot_r_hand_str = "cult", slot_l_hand_str = "cult")
|
||||
force = 2
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
@@ -167,7 +166,6 @@
|
||||
name = "bunny slippers"
|
||||
desc = "Fluffy!"
|
||||
icon_state = "slippers"
|
||||
item_state = "slippers"
|
||||
force = 0
|
||||
species_restricted = null
|
||||
w_class = 2
|
||||
@@ -176,7 +174,7 @@
|
||||
name = "worn bunny slippers"
|
||||
desc = "Fluffy..."
|
||||
icon_state = "slippers_worn"
|
||||
item_state = "slippers_worn"
|
||||
item_state_slots = list(slot_r_hand_str = "slippers", slot_l_hand_str = "slippers")
|
||||
force = 0
|
||||
w_class = 2
|
||||
|
||||
@@ -189,6 +187,7 @@
|
||||
desc = "Help you swim good."
|
||||
name = "swimming fins"
|
||||
icon_state = "flippers"
|
||||
item_state_slots = list(slot_r_hand_str = "galoshes", slot_l_hand_str = "galoshes")
|
||||
item_flags = NOSLIP
|
||||
slowdown = SHOES_SLOWDOWN+1
|
||||
species_restricted = null
|
||||
@@ -197,7 +196,6 @@
|
||||
name = "winter boots"
|
||||
desc = "Boots lined with 'synthetic' animal fur."
|
||||
icon_state = "winterboots"
|
||||
item_state = "winterboots"
|
||||
cold_protection = FEET|LEGS
|
||||
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
heat_protection = FEET|LEGS
|
||||
|
||||
@@ -23,8 +23,6 @@
|
||||
|
||||
/obj/item/clothing/suit/space/skrell/white
|
||||
icon_state = "skrell_suit_white"
|
||||
item_state = "skrell_suit_white"
|
||||
|
||||
/obj/item/clothing/suit/space/skrell/black
|
||||
icon_state = "skrell_suit_black"
|
||||
item_state = "skrell_suit_black"
|
||||
icon_state = "skrell_suit_black"
|
||||
@@ -1,29 +0,0 @@
|
||||
//Captain's Spacesuit
|
||||
/obj/item/clothing/head/helmet/space/capspace
|
||||
name = "space helmet"
|
||||
icon_state = "capspace"
|
||||
item_state = "capspace"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
|
||||
//Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it.
|
||||
/obj/item/clothing/suit/armor/captain
|
||||
name = "Captain's armor"
|
||||
desc = "A bulky, heavy-duty piece of exclusive corporate armor. YOU are in charge!"
|
||||
icon_state = "caparmor"
|
||||
item_state = "capspacesuit"
|
||||
w_class = 5
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0.7
|
||||
@@ -2,9 +2,9 @@
|
||||
/obj/item/clothing/head/helmet/space/capspace
|
||||
name = "space helmet"
|
||||
icon_state = "capspace"
|
||||
item_state = "capspace"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
|
||||
flags_inv = HIDEFACE
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
flags_inv = HIDEFACE|BLOCKHAIR
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
|
||||
@@ -13,8 +13,7 @@
|
||||
name = "Captain's armor"
|
||||
desc = "A bulky, heavy-duty piece of exclusive corporate armor. YOU are in charge!"
|
||||
icon_state = "caparmor"
|
||||
item_state = "capspacesuit"
|
||||
w_class = 4
|
||||
w_class = 5
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
@@ -32,10 +31,7 @@
|
||||
name = "deathsquad helmet"
|
||||
desc = "That's not red paint. That's real blood."
|
||||
icon_state = "deathsquad"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "syndicate-helm-black-red",
|
||||
slot_r_hand_str = "syndicate-helm-black-red",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "syndicate-helm-black-red", slot_l_hand_str = "syndicate-helm-black-red")
|
||||
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
|
||||
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
|
||||
flags_inv = BLOCKHAIR
|
||||
@@ -46,6 +42,7 @@
|
||||
name = "officer's beret"
|
||||
desc = "An armored beret commonly used by special operations officers."
|
||||
icon_state = "beret_badge"
|
||||
item_state_slots = list(slot_r_hand_str = "beret", slot_l_hand_str = "beret")
|
||||
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
flags_inv = BLOCKHAIR
|
||||
@@ -56,7 +53,6 @@
|
||||
name = "Santa's hat"
|
||||
desc = "Ho ho ho. Merrry X-mas!"
|
||||
icon_state = "santahat"
|
||||
item_state = "santahat"
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
flags_inv = BLOCKHAIR
|
||||
body_parts_covered = HEAD
|
||||
@@ -65,7 +61,6 @@
|
||||
name = "Santa's suit"
|
||||
desc = "Festive!"
|
||||
icon_state = "santa"
|
||||
item_state = "santa"
|
||||
slowdown = 0
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
allowed = list(/obj/item) //for stuffing exta special presents
|
||||
@@ -75,7 +70,6 @@
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
item_flags = STOPPRESSUREDAMAGE
|
||||
flags_inv = BLOCKHAIR
|
||||
@@ -86,7 +80,6 @@
|
||||
name = "pirate coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 0
|
||||
@@ -97,14 +90,11 @@
|
||||
//Orange emergency space suit
|
||||
/obj/item/clothing/head/helmet/space/emergency
|
||||
name = "Emergency Space Helmet"
|
||||
icon_state = "emergencyhelm"
|
||||
item_state = "emergencyhelm"
|
||||
icon_state = "syndicate-helm-orange"
|
||||
desc = "A simple helmet with a built in light, smells like mothballs."
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/emergency
|
||||
name = "Emergency Softsuit"
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"
|
||||
desc = "A thin, ungainly softsuit colored in blaze orange for rescuers to easily locate, looks pretty fragile."
|
||||
slowdown = 4
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
var/chest_type = /obj/item/clothing/suit/space/rig
|
||||
var/helm_type = /obj/item/clothing/head/helmet/space/rig
|
||||
var/boot_type = /obj/item/clothing/shoes/magboots/rig
|
||||
var/glove_type = /obj/item/clothing/gloves/rig
|
||||
var/glove_type = /obj/item/clothing/gloves/gauntlets/rig
|
||||
var/cell_type = /obj/item/weapon/cell/high
|
||||
var/air_type = /obj/item/weapon/tank/oxygen
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
var/obj/item/clothing/shoes/boots = null // Deployable boots, if any.
|
||||
var/obj/item/clothing/suit/space/rig/chest // Deployable chestpiece, if any.
|
||||
var/obj/item/clothing/head/helmet/space/rig/helmet = null // Deployable helmet, if any.
|
||||
var/obj/item/clothing/gloves/rig/gloves = null // Deployable gauntlets, if any.
|
||||
var/obj/item/clothing/gloves/gauntlets/rig/gloves = null // Deployable gauntlets, if any.
|
||||
var/obj/item/weapon/cell/cell // Power supply, if any.
|
||||
var/obj/item/rig_module/selected_module = null // Primary system (used with middle-click)
|
||||
var/obj/item/rig_module/vision/visor // Kinda shitty to have a var for a module, but saves time.
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
)
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/gloves/rig
|
||||
/obj/item/clothing/gloves/gauntlets/rig
|
||||
name = "gauntlets"
|
||||
item_flags = THICKMATERIAL
|
||||
body_parts_covered = HANDS
|
||||
@@ -82,7 +82,7 @@
|
||||
/obj/item/clothing/head/helmet/space/rig/proc/prevent_track()
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/gloves/rig/Touch(var/atom/A, var/proximity)
|
||||
/obj/item/clothing/gloves/gauntlets/rig/Touch(var/atom/A, var/proximity)
|
||||
|
||||
if(!A || !proximity)
|
||||
return 0
|
||||
@@ -128,7 +128,7 @@
|
||||
species_restricted = null
|
||||
gender = PLURAL
|
||||
|
||||
/obj/item/clothing/gloves/lightrig
|
||||
/obj/item/clothing/gloves/gauntlets/lightrig
|
||||
name = "gloves"
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = HANDS
|
||||
|
||||
@@ -15,13 +15,13 @@
|
||||
chest_type = /obj/item/clothing/suit/space/rig/light
|
||||
helm_type = /obj/item/clothing/head/helmet/space/rig/light
|
||||
boot_type = /obj/item/clothing/shoes/magboots/rig/light
|
||||
glove_type = /obj/item/clothing/gloves/rig/light
|
||||
glove_type = /obj/item/clothing/gloves/gauntlets/rig/light
|
||||
|
||||
/obj/item/clothing/suit/space/rig/light
|
||||
name = "suit"
|
||||
breach_threshold = 18 //comparable to voidsuits
|
||||
|
||||
/obj/item/clothing/gloves/rig/light
|
||||
/obj/item/clothing/gloves/gauntlets/rig/light
|
||||
name = "gloves"
|
||||
|
||||
/obj/item/clothing/shoes/magboots/rig/light
|
||||
@@ -43,7 +43,7 @@
|
||||
|
||||
helm_type = /obj/item/clothing/head/lightrig/hacker
|
||||
chest_type = /obj/item/clothing/suit/lightrig/hacker
|
||||
glove_type = /obj/item/clothing/gloves/lightrig/hacker
|
||||
glove_type = /obj/item/clothing/gloves/gauntlets/lightrig/hacker
|
||||
boot_type = /obj/item/clothing/shoes/lightrig/hacker
|
||||
|
||||
initial_modules = list(
|
||||
@@ -68,7 +68,7 @@
|
||||
siemens_coefficient = 0.4
|
||||
flags = NOSLIP //All the other rigs have magboots anyways, hopefully gives the hacker suit something more going for it.
|
||||
|
||||
/obj/item/clothing/gloves/lightrig/hacker
|
||||
/obj/item/clothing/gloves/gauntlets/lightrig/hacker
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/weapon/rig/light/ninja
|
||||
@@ -81,7 +81,7 @@
|
||||
slowdown = 0
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/rig/light/ninja
|
||||
glove_type = /obj/item/clothing/gloves/rig/light/ninja
|
||||
glove_type = /obj/item/clothing/gloves/gauntlets/rig/light/ninja
|
||||
cell_type = /obj/item/weapon/cell/hyper
|
||||
|
||||
req_access = list(access_syndicate)
|
||||
@@ -103,7 +103,7 @@
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/gloves/rig/light/ninja
|
||||
/obj/item/clothing/gloves/gauntlets/rig/light/ninja
|
||||
name = "insulated gloves"
|
||||
siemens_coefficient = 0
|
||||
|
||||
|
||||
@@ -102,6 +102,8 @@
|
||||
|
||||
/obj/item/weapon/rig/eva/equipped
|
||||
|
||||
req_access = list(access_engine)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/device/plasmacutter,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
@@ -200,6 +202,8 @@
|
||||
|
||||
/obj/item/weapon/rig/medical/equipped
|
||||
|
||||
req_access = list(access_medical)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/chem_dispenser/injector,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
|
||||
@@ -7,10 +7,6 @@
|
||||
icon_state = "space"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "s_helmet",
|
||||
slot_r_hand_str = "s_helmet",
|
||||
)
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
|
||||
@@ -50,7 +46,6 @@
|
||||
name = "Space suit"
|
||||
desc = "A suit that protects against low pressure environments. \""+station_short+"\" is written in large block letters on the back."
|
||||
icon_state = "space"
|
||||
item_state = "s_suit"
|
||||
w_class = 5 // So you can't fit this in your bag and be prepared at all times.
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
/obj/item/clothing/head/helmet/space/syndicate
|
||||
name = "red space helmet"
|
||||
icon_state = "syndicate"
|
||||
item_state = "syndicate"
|
||||
desc = "A crimson helmet sporting clean lines and durable plating. Engineered to look menacing."
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
siemens_coefficient = 0.6
|
||||
@@ -10,7 +9,6 @@
|
||||
/obj/item/clothing/suit/space/syndicate
|
||||
name = "red space suit"
|
||||
icon_state = "syndicate"
|
||||
item_state = "space_suit_syndicate"
|
||||
desc = "A crimson spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
@@ -18,154 +16,122 @@
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
|
||||
//Green syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/green
|
||||
name = "green space helmet"
|
||||
desc = "A green helmet sporting clean lines and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-green"
|
||||
item_state = "syndicate-helm-green"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/green
|
||||
name = "green space suit"
|
||||
desc = "A green spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-green"
|
||||
item_state = "syndicate-green"
|
||||
|
||||
|
||||
//Dark green syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/green/dark
|
||||
name = "dark green space helmet"
|
||||
desc = "A dark green helmet sporting clean lines and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-green-dark"
|
||||
item_state = "syndicate-helm-green-dark"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/green/dark
|
||||
name = "dark green space suit"
|
||||
desc = "A dark green spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-green-dark"
|
||||
item_state = "syndicate-green-dark"
|
||||
|
||||
|
||||
|
||||
//Orange syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/orange
|
||||
name = "orange space helmet"
|
||||
desc = "An orange helmet sporting clean lines and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-orange"
|
||||
item_state = "syndicate-helm-orange"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/orange
|
||||
name = "orange space suit"
|
||||
desc = "An orange spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"
|
||||
|
||||
|
||||
//Blue syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/blue
|
||||
name = "blue space helmet"
|
||||
desc = "A blue helmet sporting clean lines and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-blue"
|
||||
item_state = "syndicate-helm-blue"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/blue
|
||||
name = "blue space suit"
|
||||
desc = "A blue spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-blue"
|
||||
item_state = "syndicate-blue"
|
||||
|
||||
|
||||
//Black syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black
|
||||
name = "black space helmet"
|
||||
desc = "A black helmet sporting durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-black"
|
||||
item_state = "syndicate-helm-black"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black
|
||||
name = "black space suit"
|
||||
desc = "A black spacesuit sporting durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
//Black-green syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/green
|
||||
name = "black and green space helmet"
|
||||
desc = "A black helmet sporting a single green stripe and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-black-green"
|
||||
item_state = "syndicate-helm-black-green"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/green
|
||||
name = "black and green space suit"
|
||||
desc = "A black spacesuit sporting green stripes and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black-green"
|
||||
item_state = "syndicate-black-green"
|
||||
|
||||
|
||||
//Black-blue syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/blue
|
||||
name = "black and blue space helmet"
|
||||
desc = "A black helmet sporting a single blue stripe and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-black-blue"
|
||||
item_state = "syndicate-helm-black-blue"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/blue
|
||||
name = "black and blue space suit"
|
||||
desc = "A black spacesuit sporting blue stripes and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black-blue"
|
||||
item_state = "syndicate-black-blue"
|
||||
|
||||
|
||||
//Black medical syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/med
|
||||
name = "black medical space helmet"
|
||||
desc = "A black helmet sporting a medical cross and durable plating. Hopefully the wearer abides by space geneva."
|
||||
icon_state = "syndicate-helm-black-med"
|
||||
item_state_slots = list(slot_head_str = "syndicate-helm-black-med")
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/med
|
||||
name = "black medical space suit"
|
||||
desc = "A black spacesuit sporting a medical cross and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black-med"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
//Black-orange syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/orange
|
||||
name = "black and orange space helmet"
|
||||
icon_state = "syndicate-helm-black-orange"
|
||||
item_state_slots = list(slot_head_str = "syndicate-helm-black-orange")
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/orange
|
||||
name = "black and orange space suit"
|
||||
desc = "A black spacesuit sporting orange stripes and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black-orange"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
|
||||
//Black-red syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/red
|
||||
name = "black and red space helmet"
|
||||
desc = "A black helmet sporting a single red stripe and durable plating. Engineered to look menacing."
|
||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/red
|
||||
name = "black and red space suit"
|
||||
desc = "A black spacesuit sporting red stripes and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
//Black with yellow/red engineering syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/engie
|
||||
name = "black engineering space helmet"
|
||||
desc = "A black helmet sporting red and yellow stripes and durable plating. Engineered to look well... engineering-ish."
|
||||
icon_state = "syndicate-helm-black-engie"
|
||||
item_state_slots = list(slot_head_str = "syndicate-helm-black-engie")
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/engie
|
||||
name = "black engineering space suit"
|
||||
desc = "A black spacesuit sporting red and yellow stripes and durable plating. Robust, reliable, and slightly suspicious."
|
||||
icon_state = "syndicate-black-engie"
|
||||
item_state = "syndicate-black"
|
||||
icon_state = "syndicate-black-engie"
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "blood-red voidsuit helmet"
|
||||
desc = "An advanced helmet designed for work in special operations. Property of Gorlex Marauders."
|
||||
icon_state = "rig0-syndie"
|
||||
item_state = "rig0-syndie"
|
||||
item_state_slots = list(slot_r_hand_str = "syndie_helm", slot_l_hand_str = "syndie_helm")
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.6
|
||||
species_restricted = list("Human")
|
||||
@@ -14,7 +14,7 @@
|
||||
icon_state = "rig-syndie"
|
||||
name = "blood-red voidsuit"
|
||||
desc = "An advanced suit that protects against injuries during special operations. Property of Gorlex Marauders."
|
||||
item_state = "syndie_voidsuit"
|
||||
item_state_slots = list(slot_r_hand_str = "syndie_voidsuit", slot_l_hand_str = "syndie_voidsuit")
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
|
||||
@@ -1,101 +1,86 @@
|
||||
// Station voidsuits
|
||||
//Engineering rig
|
||||
//Engineering
|
||||
/obj/item/clothing/head/helmet/space/void/engineering
|
||||
name = "engineering voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
icon_state = "rig0-engineering"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "eng_helm",
|
||||
slot_r_hand_str = "eng_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "eng_helm", slot_l_hand_str = "eng_helm")
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
|
||||
/obj/item/clothing/suit/space/void/engineering
|
||||
name = "engineering voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_voidsuit"
|
||||
item_state_slots = list(slot_r_hand_str = "eng_voidsuit", slot_l_hand_str = "eng_voidsuit")
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
|
||||
//Mining rig
|
||||
//Mining
|
||||
/obj/item/clothing/head/helmet/space/void/mining
|
||||
name = "mining voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating."
|
||||
icon_state = "rig0-mining"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "mining_helm",
|
||||
slot_r_hand_str = "mining_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "mining_helm", slot_l_hand_str = "mining_helm")
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
light_overlay = "helmet_light_dual"
|
||||
|
||||
/obj/item/clothing/suit/space/void/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
|
||||
item_state = "mining_voidsuit"
|
||||
icon_state = "rig-mining"
|
||||
item_state_slots = list(slot_r_hand_str = "mining_voidsuit", slot_l_hand_str = "mining_voidsuit")
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
|
||||
//Medical Rig
|
||||
//Medical
|
||||
/obj/item/clothing/head/helmet/space/void/medical
|
||||
name = "medical voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has minor radiation shielding."
|
||||
icon_state = "rig0-medical"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "medical_helm",
|
||||
slot_r_hand_str = "medical_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "medical_helm", slot_l_hand_str = "medical_helm")
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/suit/space/void/medical
|
||||
icon_state = "rig-medical"
|
||||
name = "medical voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
|
||||
item_state = "medical_voidsuit"
|
||||
icon_state = "rig-medical"
|
||||
item_state_slots = list(slot_r_hand_str = "medical_voidsuit", slot_l_hand_str = "medical_voidsuit")
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
//Security
|
||||
//Security
|
||||
/obj/item/clothing/head/helmet/space/void/security
|
||||
name = "security voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
|
||||
icon_state = "rig0-sec"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "sec_helm",
|
||||
slot_r_hand_str = "sec_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "sec_helm", slot_l_hand_str = "sec_helm")
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
siemens_coefficient = 0.7
|
||||
light_overlay = "helmet_light_dual"
|
||||
|
||||
/obj/item/clothing/suit/space/void/security
|
||||
icon_state = "rig-sec"
|
||||
name = "security voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_voidsuit"
|
||||
icon_state = "rig-sec"
|
||||
item_state_slots = list(slot_r_hand_str = "sec_voidsuit", slot_l_hand_str = "sec_voidsuit")
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
//Atmospherics Rig (BS12)
|
||||
//Atmospherics
|
||||
/obj/item/clothing/head/helmet/space/void/atmos
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
name = "atmospherics voidsuit helmet"
|
||||
icon_state = "rig0-atmos"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "atmos_helm",
|
||||
slot_r_hand_str = "atmos_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "atmos_helm", slot_l_hand_str = "atmos_helm")
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
|
||||
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
light_overlay = "helmet_light_dual"
|
||||
|
||||
/obj/item/clothing/suit/space/void/atmos
|
||||
name = "atmos voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
icon_state = "rig-atmos"
|
||||
name = "atmos voidsuit"
|
||||
item_state = "atmos_voidsuit"
|
||||
item_state_slots = list(slot_r_hand_str = "atmos_voidsuit", slot_l_hand_str = "atmos_voidsuit")
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
|
||||
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "void helmet"
|
||||
desc = "A high-tech dark red space suit helmet. Used for AI satellite maintenance."
|
||||
icon_state = "void"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "syndicate", slot_l_hand_str = "syndicate")
|
||||
heat_protection = HEAD
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
@@ -30,7 +30,7 @@
|
||||
/obj/item/clothing/suit/space/void
|
||||
name = "voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
item_state_slots = list(slot_r_hand_str = "space_suit_syndicate", slot_l_hand_str = "space_suit_syndicate")
|
||||
desc = "A high-tech dark red space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
|
||||
@@ -3,10 +3,7 @@
|
||||
name = "gem-encrusted voidsuit helmet"
|
||||
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
|
||||
icon_state = "rig0-wiz"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "wiz_helm",
|
||||
slot_r_hand_str = "wiz_helm",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "wiz_helm", slot_l_hand_str = "wiz_helm")
|
||||
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.7
|
||||
@@ -18,7 +15,7 @@
|
||||
icon_state = "rig-wiz"
|
||||
name = "gem-encrusted voidsuit"
|
||||
desc = "A bizarre gem-encrusted suit that radiates magical energies."
|
||||
item_state = "wiz_voidsuit"
|
||||
item_state_slots = list(slot_r_hand_str = "wiz_voidsuit", slot_l_hand_str = "wiz_voidsuit")
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
unacidable = 1
|
||||
|
||||
@@ -1,30 +1,26 @@
|
||||
//Unathi clothing.
|
||||
|
||||
/obj/item/clothing/suit/unathi/robe
|
||||
name = "roughspun robes"
|
||||
desc = "A traditional Unathi garment."
|
||||
icon_state = "robe-unathi"
|
||||
item_state = "robe-unathi"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
/obj/item/clothing/suit/unathi/mantle
|
||||
name = "hide mantle"
|
||||
desc = "A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle."
|
||||
icon_state = "mantle-unathi"
|
||||
item_state = "mantle-unathi"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
|
||||
//Taj clothing.
|
||||
|
||||
/obj/item/clothing/suit/tajaran/furs
|
||||
name = "heavy furs"
|
||||
desc = "A traditional Zhan-Khazan garment."
|
||||
icon_state = "zhan_furs"
|
||||
item_state = "zhan_furs"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
|
||||
/obj/item/clothing/head/tajaran/scarf
|
||||
name = "headscarf"
|
||||
desc = "A scarf of coarse fabric. Seems to have ear-holes."
|
||||
icon_state = "zhan_scarf"
|
||||
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
|
||||
body_parts_covered = HEAD|FACE
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
/obj/item/clothing/suit/armor
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/flashlight/maglight)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
@@ -25,7 +24,6 @@
|
||||
name = "armor"
|
||||
desc = "An armored vest that protects against some damage."
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
@@ -33,34 +31,19 @@
|
||||
name = "security armor"
|
||||
desc = "An armored vest that protects against some damage. This one has a NanoTrasen corporate badge."
|
||||
icon_state = "armoralt"
|
||||
item_state = "armoralt"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/security
|
||||
name = "security armor"
|
||||
desc = "An armored vest that protects against some damage. This one has a corporate badge."
|
||||
icon_state = "armorsec"
|
||||
item_state = "armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
name = "Warden's jacket"
|
||||
desc = "An armoured jacket with silver rank pips and livery."
|
||||
icon_state = "warden_jacket"
|
||||
item_state = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden/alt
|
||||
name = "Warden's jacket"
|
||||
desc = "An armoured jacket with silver rank pips and livery."
|
||||
icon_state = "warden_alt"
|
||||
item_state = "warden_alt"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
|
||||
/obj/item/clothing/suit/armor/riot
|
||||
name = "riot vest"
|
||||
desc = "A vest with heavy padding to protect against melee attacks."
|
||||
icon_state = "riot"
|
||||
item_state = "swat_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
@@ -68,27 +51,26 @@
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/alt
|
||||
icon_state = "riot_new"
|
||||
item_state = "riot_new"
|
||||
item_state_slots = list(slot_r_hand_str = "riot_new", slot_l_hand_str = "riot_new")
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof
|
||||
name = "bullet resistant vest"
|
||||
desc = "A vest that excels in protecting the wearer against high-velocity solid projectiles."
|
||||
icon_state = "bulletproof"
|
||||
item_state = "armor"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof/alt
|
||||
icon_state = "bulletproof_new"
|
||||
item_state = "bulletproof_new"
|
||||
item_state_slots = list(slot_r_hand_str = "bulletproof_new", slot_l_hand_str = "bulletproof_new")
|
||||
blood_overlay_type = "armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof
|
||||
name = "ablative armor vest"
|
||||
desc = "A vest that excels in protecting the wearer against energy projectiles."
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.1
|
||||
@@ -110,6 +92,7 @@
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, user)
|
||||
P.reflected = 1
|
||||
|
||||
return PROJECTILE_CONTINUE // complete projectile permutation
|
||||
|
||||
@@ -117,7 +100,6 @@
|
||||
name = "combat vest"
|
||||
desc = "A vest that protects the wearer from several common types of weaponry."
|
||||
icon_state = "combat"
|
||||
item_state = "combat"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 50, bullet = 50, laser = 50, energy = 30, bomb = 30, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.6
|
||||
@@ -126,7 +108,7 @@
|
||||
name = "tactical armor"
|
||||
desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards."
|
||||
icon_state = "swatarmor"
|
||||
item_state = "armor"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
@@ -136,7 +118,7 @@
|
||||
name = "swat suit"
|
||||
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
|
||||
@@ -155,7 +137,7 @@
|
||||
name = "officer jacket"
|
||||
desc = "An armored jacket used in special operations."
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
blood_overlay_type = "coat"
|
||||
flags_inv = 0
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
@@ -165,7 +147,7 @@
|
||||
name = "armor"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
item_state = "armor"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
|
||||
@@ -178,7 +160,7 @@
|
||||
desc = "Someone separated our Research Director from their own head!"
|
||||
var/active = 0.0
|
||||
icon_state = "reactiveoff"
|
||||
item_state = "reactiveoff"
|
||||
item_state_slots = list(slot_r_hand_str = "armor_reflec_old", slot_l_hand_str = "armor_reflec_old")
|
||||
blood_overlay_type = "armor"
|
||||
slowdown = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
@@ -207,22 +189,19 @@
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
|
||||
src.active = !( src.active )
|
||||
if (src.active)
|
||||
active = !( active )
|
||||
if (active)
|
||||
user << "\blue The reactive armor is now active."
|
||||
src.icon_state = "reactive"
|
||||
src.item_state = "reactive"
|
||||
icon_state = "reactive"
|
||||
else
|
||||
user << "\blue The reactive armor is now inactive."
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
src.add_fingerprint(user)
|
||||
icon_state = "reactiveoff"
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
|
||||
active = 0
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
icon_state = "reactiveoff"
|
||||
..()
|
||||
|
||||
//Non-hardsuit ERT armor.
|
||||
@@ -230,7 +209,7 @@
|
||||
name = "emergency response team armor"
|
||||
desc = "A set of armor worn by members of the Emergency Response Team."
|
||||
icon_state = "ertarmor_cmd"
|
||||
item_state = "armor"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
|
||||
|
||||
@@ -262,7 +241,7 @@
|
||||
name = "armor vest"
|
||||
desc = "A simple kevlar plate carrier."
|
||||
icon_state = "kvest"
|
||||
item_state = "kvest"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/flashlight/maglight)
|
||||
|
||||
@@ -279,7 +258,7 @@
|
||||
name = "officer armor vest"
|
||||
desc = "A simple kevlar plate carrier. This one has a security holobadge clipped to the chest."
|
||||
icon_state = "officervest_nobadge"
|
||||
item_state = "officervest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
icon_badge = "officervest_badge"
|
||||
icon_nobadge = "officervest_nobadge"
|
||||
|
||||
@@ -287,23 +266,52 @@
|
||||
name = "warden armor vest"
|
||||
desc = "A simple kevlar plate carrier. This one has a silver badge clipped to the chest."
|
||||
icon_state = "wardenvest_nobadge"
|
||||
item_state = "wardenvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
icon_badge = "wardenvest_badge"
|
||||
icon_nobadge = "wardenvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/wardencoat
|
||||
name = "Warden's jacket"
|
||||
desc = "An armoured jacket with silver rank pips and livery."
|
||||
icon_state = "warden_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/wardencoat/alt
|
||||
name = "Warden's jacket"
|
||||
desc = "An armoured jacket with silver rank pips and livery."
|
||||
icon_state = "warden_alt"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/hos
|
||||
name = "head of security armor vest"
|
||||
desc = "A simple kevlar plate carrier. This one has a gold badge clipped to the chest."
|
||||
icon_state = "hosvest_nobadge"
|
||||
item_state = "hosvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
icon_badge = "hosvest_badge"
|
||||
icon_nobadge = "hosvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/hoscoat
|
||||
name = "armored coat"
|
||||
desc = "A greatcoat enhanced with a special alloy for some protection and style."
|
||||
icon_state = "hos"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
//Jensen cosplay gear
|
||||
/obj/item/clothing/suit/storage/vest/hoscoat/jensen
|
||||
name = "armored trenchcoat"
|
||||
desc = "A trenchcoat augmented with a special alloy for some protection and style."
|
||||
icon_state = "hostrench"
|
||||
flags_inv = 0
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/pcrc
|
||||
name = "PCRC armor vest"
|
||||
desc = "A simple kevlar plate carrier belonging to Proxima Centauri Risk Control. This one has a PCRC crest clipped to the chest."
|
||||
icon_state = "pcrcvest_nobadge"
|
||||
item_state = "pcrcvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
icon_badge = "pcrcvest_badge"
|
||||
icon_nobadge = "pcrcvest_nobadge"
|
||||
|
||||
@@ -311,7 +319,7 @@
|
||||
name = "detective armor vest"
|
||||
desc = "A simple kevlar plate carrier in a vintage brown, it has a badge clipped to the chest that reads, 'Private investigator'."
|
||||
icon_state = "detectivevest_nobadge"
|
||||
item_state = "detectivevest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
icon_badge = "detectivevest_badge"
|
||||
icon_nobadge = "detectivevest_nobadge"
|
||||
|
||||
@@ -319,7 +327,7 @@
|
||||
name = "heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier with webbing attached."
|
||||
icon_state = "webvest"
|
||||
item_state = "webvest"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
armor = list(melee = 50, bullet = 40, laser = 40, energy = 25, bomb = 25, bio = 0, rad = 0)
|
||||
slowdown = 1
|
||||
|
||||
@@ -327,7 +335,7 @@
|
||||
name = "officer heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier with webbing attached. This one has a security holobadge clipped to the chest."
|
||||
icon_state = "officerwebvest_nobadge"
|
||||
item_state = "officerwebvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
icon_badge = "officerwebvest_badge"
|
||||
icon_nobadge = "officerwebvest_nobadge"
|
||||
|
||||
@@ -335,7 +343,7 @@
|
||||
name = "warden heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier with webbing attached. This one has a silver badge clipped to the chest."
|
||||
icon_state = "wardenwebvest_nobadge"
|
||||
item_state = "wardenwebvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
icon_badge = "wardenwebvest_badge"
|
||||
icon_nobadge = "wardenwebvest_nobadge"
|
||||
|
||||
@@ -343,7 +351,7 @@
|
||||
name = "head of security heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier with webbing attached. This one has a gold badge clipped to the chest."
|
||||
icon_state = "hoswebvest_nobadge"
|
||||
item_state = "hoswebvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
icon_badge = "hoswebvest_badge"
|
||||
icon_nobadge = "hoswebvest_nobadge"
|
||||
|
||||
@@ -351,7 +359,7 @@
|
||||
name = "PCRC heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier belonging to Proxima Centauri Risk Control with webbing attached. This one has a PCRC crest clipped to the chest."
|
||||
icon_state = "pcrcwebvest_nobadge"
|
||||
item_state = "pcrcwebvest_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
icon_badge = "pcrcwebvest_badge"
|
||||
icon_nobadge = "pcrcwebvest_nobadge"
|
||||
|
||||
@@ -360,18 +368,17 @@
|
||||
name = "heavy armor vest"
|
||||
desc = "A high-quality heavy kevlar plate carrier in a fetching tan. The vest is surprisingly flexible, and possibly made of an advanced material."
|
||||
icon_state = "mercwebvest"
|
||||
item_state = "mercwebvest"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
slowdown = 0
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/centcomm
|
||||
name = "Cent. Com. armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
@@ -384,7 +391,8 @@
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
@@ -395,17 +403,16 @@
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "Thunderdome suit (red)"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "Thunderdome suit (green)"
|
||||
desc = "Pukish armor."
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
siemens_coefficient = 1
|
||||
|
||||
@@ -2,10 +2,6 @@
|
||||
/obj/item/clothing/head/bio_hood
|
||||
name = "bio hood"
|
||||
icon_state = "bio"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "bio_hood",
|
||||
slot_r_hand_str = "bio_hood",
|
||||
)
|
||||
desc = "A hood that protects the head and face from biological comtaminants."
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
@@ -17,7 +13,6 @@
|
||||
name = "bio suit"
|
||||
desc = "A suit that protects against biological contamination."
|
||||
icon_state = "bio"
|
||||
item_state = "bio_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
@@ -28,14 +23,15 @@
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
siemens_coefficient = 0.9
|
||||
|
||||
|
||||
//Standard biosuit, orange stripe
|
||||
/obj/item/clothing/head/bio_hood/general
|
||||
icon_state = "bio_general"
|
||||
item_state_slots = list(slot_r_hand_str = "bio", slot_l_hand_str = "bio")
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/general
|
||||
icon_state = "bio_general"
|
||||
item_state_slots = list(slot_r_hand_str = "bio", slot_l_hand_str = "bio")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
@@ -66,7 +62,6 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
|
||||
//Scientist's biosuit, white with a pink-ish hue
|
||||
/obj/item/clothing/head/bio_hood/scientist
|
||||
icon_state = "bio_scientist"
|
||||
@@ -85,11 +80,10 @@
|
||||
/obj/item/clothing/head/bio_hood/cmo
|
||||
icon_state = "bio_cmo"
|
||||
|
||||
|
||||
//Plague Dr mask can be found in clothing/masks/gasmask.dm
|
||||
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
|
||||
name = "Plague doctor suit"
|
||||
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "bio_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "bio", slot_l_hand_str = "bio")
|
||||
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
name = "apron"
|
||||
desc = "A basic blue apron."
|
||||
icon_state = "apron"
|
||||
item_state = "apron"
|
||||
item_state_slots = list(slot_r_hand_str = "overalls", slot_l_hand_str = "overalls")
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = 0
|
||||
allowed = list (/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/analyzer/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/material/minihoe)
|
||||
@@ -17,7 +17,6 @@
|
||||
name = "captain's parade tunic"
|
||||
desc = "Worn by a Captain to show their class."
|
||||
icon_state = "captunic"
|
||||
item_state = "captunic"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
@@ -25,7 +24,6 @@
|
||||
name = "captain's uniform jacket"
|
||||
desc = "A less formal jacket for everyday captain use."
|
||||
icon_state = "capjacket"
|
||||
item_state = "capjacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
@@ -34,7 +32,7 @@
|
||||
name = "chaplain hoodie"
|
||||
desc = "This suit says to you 'hush'!"
|
||||
icon_state = "chaplain_hoodie"
|
||||
item_state = "chaplain_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
//Chaplain
|
||||
@@ -42,7 +40,6 @@
|
||||
name = "nun robe"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun"
|
||||
item_state = "nun"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
@@ -51,7 +48,6 @@
|
||||
name = "chef's apron"
|
||||
desc = "An apron used by a high class chef."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
@@ -62,7 +58,6 @@
|
||||
name = "classic chef's apron"
|
||||
desc = "A basic, dull, white chef's apron."
|
||||
icon_state = "apronchef"
|
||||
item_state = "apronchef"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = 0
|
||||
|
||||
@@ -71,21 +66,21 @@
|
||||
name = "security officer's jacket"
|
||||
desc = "This jacket is for those special occasions when a security officer actually feels safe."
|
||||
icon_state = "officerbluejacket"
|
||||
item_state = "officerbluejacket"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_navy", slot_l_hand_str = "suit_navy")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/navywarden
|
||||
name = "warden's jacket"
|
||||
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
|
||||
icon_state = "wardenbluejacket"
|
||||
item_state = "wardenbluejacket"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_navy", slot_l_hand_str = "suit_navy")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/navyhos
|
||||
name = "head of security's jacket"
|
||||
desc = "This piece of clothing was specifically designed for asserting superior authority."
|
||||
icon_state = "hosbluejacket"
|
||||
item_state = "hosbluejacket"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_navy", slot_l_hand_str = "suit_navy")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
//Detective
|
||||
@@ -93,7 +88,6 @@
|
||||
name = "brown trenchcoat"
|
||||
desc = "A rugged canvas trenchcoat, designed and created by TX Fabrication Corp. The coat is externally impact resistant - perfect for your next act of autodefenestration!"
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/flame/lighter,/obj/item/device/taperecorder,/obj/item/device/uv_light)
|
||||
@@ -102,12 +96,12 @@
|
||||
/obj/item/clothing/suit/storage/det_trench/grey
|
||||
name = "grey trenchcoat"
|
||||
icon_state = "detective2"
|
||||
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
|
||||
|
||||
//Forensics
|
||||
/obj/item/clothing/suit/storage/forensics
|
||||
name = "jacket"
|
||||
desc = "A forensics technician jacket."
|
||||
item_state = "det_suit"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/taperecorder,/obj/item/device/uv_light)
|
||||
armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
@@ -116,6 +110,7 @@
|
||||
name = "red jacket"
|
||||
desc = "A red forensics technician jacket."
|
||||
icon_state = "forensics_red"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_red", slot_l_hand_str = "suit_red")
|
||||
|
||||
/obj/item/clothing/suit/storage/forensics/red/long
|
||||
name = "long red jacket"
|
||||
@@ -126,6 +121,7 @@
|
||||
name = "blue jacket"
|
||||
desc = "A blue forensics technician jacket."
|
||||
icon_state = "forensics_blue"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_navy", slot_l_hand_str = "suit_navy")
|
||||
|
||||
/obj/item/clothing/suit/storage/forensics/blue/long
|
||||
name = "long blue jacket"
|
||||
@@ -137,7 +133,6 @@
|
||||
name = "hazard vest"
|
||||
desc = "A high-visibility vest used in work zones."
|
||||
icon_state = "hazard"
|
||||
item_state = "hazard"
|
||||
blood_overlay_type = "armor"
|
||||
allowed = list (/obj/item/device/analyzer, /obj/item/device/flashlight, /obj/item/device/multitool, /obj/item/device/pipe_painter, /obj/item/device/radio, /obj/item/device/t_scanner, \
|
||||
/obj/item/weapon/crowbar, /obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/weapon/tank/emergency_oxygen, \
|
||||
@@ -149,7 +144,7 @@
|
||||
name = "blue suit jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_blue_open"
|
||||
item_state = "suitjacket_blue_open"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_blue", slot_l_hand_str = "suit_blue")
|
||||
icon_open = "suitjacket_blue_open"
|
||||
icon_closed = "suitjacket_blue"
|
||||
blood_overlay_type = "coat"
|
||||
@@ -159,7 +154,7 @@
|
||||
name = "purple suit jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_purp_open"
|
||||
item_state = "suitjacket_purp_open"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_purple", slot_l_hand_str = "suit_purple")
|
||||
icon_open = "suitjacket_purp_open"
|
||||
icon_closed = "suitjacket_purp"
|
||||
blood_overlay_type = "coat"
|
||||
@@ -170,20 +165,18 @@
|
||||
name = "black suit jacket"
|
||||
desc = "A smooth black jacket."
|
||||
icon_state = "ia_jacket_open"
|
||||
item_state = "ia_jacket"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
icon_open = "ia_jacket_open"
|
||||
icon_closed = "ia_jacket"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
|
||||
|
||||
//Medical
|
||||
/obj/item/clothing/suit/storage/toggle/fr_jacket
|
||||
name = "first responder jacket"
|
||||
desc = "A high-visibility jacket worn by medical first responders."
|
||||
icon_state = "fr_jacket_open"
|
||||
item_state = "fr_jacket"
|
||||
item_state_slots = list(slot_r_hand_str = "fr_jacket", slot_l_hand_str = "fr_jacket")
|
||||
icon_open = "fr_jacket_open"
|
||||
icon_closed = "fr_jacket"
|
||||
blood_overlay_type = "armor"
|
||||
@@ -195,7 +188,7 @@
|
||||
name = "\improper EMS jacket"
|
||||
desc = "A dark blue, martian-pattern, EMS jacket. It sports high-visibility reflective stripes and a star of life on the back."
|
||||
icon_state = "ems_jacket_closed"
|
||||
item_state = "ems_jacket_closed"
|
||||
item_state_slots = list(slot_r_hand_str = "ems_jacket", slot_l_hand_str = "ems_jacket")
|
||||
icon_open = "ems_jacket_open"
|
||||
icon_closed = "ems_jacket_closed"
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "labcoat"
|
||||
desc = "A suit that protects against minor chemical spills."
|
||||
icon_state = "labcoat_open"
|
||||
item_state = "labcoat" //Is this even used for anything?
|
||||
item_state_slots = list(slot_r_hand_str = "labcoat", slot_l_hand_str = "labcoat")
|
||||
icon_open = "labcoat_open"
|
||||
icon_closed = "labcoat"
|
||||
blood_overlay_type = "coat"
|
||||
@@ -14,65 +14,65 @@
|
||||
name = "red labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is red."
|
||||
icon_state = "red_labcoat_open"
|
||||
item_state = "red_labcoat"
|
||||
icon_open = "red_labcoat_open"
|
||||
icon_closed = "red_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "red_labcoat", slot_l_hand_str = "red_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/blue
|
||||
name = "blue labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is blue."
|
||||
icon_state = "blue_labcoat_open"
|
||||
item_state = "blue_labcoat"
|
||||
icon_open = "blue_labcoat_open"
|
||||
icon_closed = "blue_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "blue_labcoat", slot_l_hand_str = "blue_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/purple
|
||||
name = "purple labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is purple."
|
||||
icon_state = "purple_labcoat_open"
|
||||
item_state = "purple_labcoat"
|
||||
icon_open = "purple_labcoat_open"
|
||||
icon_closed = "purple_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "purple_labcoat", slot_l_hand_str = "purple_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/orange
|
||||
name = "orange labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is orange."
|
||||
icon_state = "orange_labcoat_open"
|
||||
item_state = "orange_labcoat"
|
||||
icon_open = "orange_labcoat_open"
|
||||
icon_closed = "orange_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "orange_labcoat", slot_l_hand_str = "orange_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/green
|
||||
name = "green labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is green."
|
||||
icon_state = "green_labcoat_open"
|
||||
item_state = "green_labcoat"
|
||||
icon_open = "green_labcoat_open"
|
||||
icon_closed = "green_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/yellow
|
||||
name = "yellow labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is yellow."
|
||||
icon_state = "yellow_labcoat_open"
|
||||
item_state = "yellow_labcoat"
|
||||
icon_open = "yellow_labcoat_open"
|
||||
icon_closed = "yellow_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "yellow_labcoat", slot_l_hand_str = "yellow_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/pink
|
||||
name = "pink labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. This one is pink."
|
||||
icon_state = "pink_labcoat_open"
|
||||
item_state = "pink_labcoat"
|
||||
icon_open = "pink_labcoat_open"
|
||||
icon_closed = "pink_labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "pink_labcoat", slot_l_hand_str = "pink_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/cmo
|
||||
name = "chief medical officer's labcoat"
|
||||
desc = "Bluer than the standard model."
|
||||
icon_state = "labcoat_cmo_open"
|
||||
item_state = "labcoat_cmo"
|
||||
icon_open = "labcoat_cmo_open"
|
||||
icon_closed = "labcoat_cmo"
|
||||
item_state_slots = list(slot_r_hand_str = "cmo_labcoat", slot_l_hand_str = "cmo_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/cmoalt
|
||||
name = "chief medical officer labcoat"
|
||||
@@ -80,14 +80,15 @@
|
||||
icon_state = "labcoat_cmoalt_open"
|
||||
icon_open = "labcoat_cmoalt_open"
|
||||
icon_closed = "labcoat_cmoalt"
|
||||
item_state_slots = list(slot_r_hand_str = "cmo_labcoat", slot_l_hand_str = "cmo_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/mad
|
||||
name = "The Mad's labcoat"
|
||||
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
|
||||
icon_state = "labgreen_open"
|
||||
item_state = "labgreen"
|
||||
icon_open = "labgreen_open"
|
||||
icon_closed = "labgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/genetics
|
||||
name = "Geneticist labcoat"
|
||||
@@ -95,6 +96,7 @@
|
||||
icon_state = "labcoat_gen_open"
|
||||
icon_open = "labcoat_gen_open"
|
||||
icon_closed = "labcoat_gen"
|
||||
item_state_slots = list(slot_r_hand_str = "genetics_labcoat", slot_l_hand_str = "genetics_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/chemist
|
||||
name = "Chemist labcoat"
|
||||
@@ -102,6 +104,7 @@
|
||||
icon_state = "labcoat_chem_open"
|
||||
icon_open = "labcoat_chem_open"
|
||||
icon_closed = "labcoat_chem"
|
||||
item_state_slots = list(slot_r_hand_str = "chemist_labcoat", slot_l_hand_str = "chemist_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/virologist
|
||||
name = "Virologist labcoat"
|
||||
@@ -109,6 +112,7 @@
|
||||
icon_state = "labcoat_vir_open"
|
||||
icon_open = "labcoat_vir_open"
|
||||
icon_closed = "labcoat_vir"
|
||||
item_state_slots = list(slot_r_hand_str = "virologist_labcoat", slot_l_hand_str = "virologist_labcoat")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/science
|
||||
@@ -117,11 +121,12 @@
|
||||
icon_state = "labcoat_tox_open"
|
||||
icon_open = "labcoat_tox_open"
|
||||
icon_closed = "labcoat_tox"
|
||||
item_state_slots = list(slot_r_hand_str = "science_labcoat", slot_l_hand_str = "science_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/emt
|
||||
name = "EMT's labcoat"
|
||||
desc = "A dark blue labcoat with reflective strips for emergency medical technicians."
|
||||
icon_state = "labcoat_emt_open"
|
||||
item_state = "labcoat_emt"
|
||||
icon_open = "labcoat_emt_open"
|
||||
icon_closed = "labcoat_emt"
|
||||
item_state_slots = list(slot_r_hand_str = "emt_labcoat", slot_l_hand_str = "emt_labcoat")
|
||||
@@ -5,6 +5,8 @@
|
||||
* Misc
|
||||
*/
|
||||
|
||||
// -S2-note- Needs categorizing and sorting.
|
||||
|
||||
/*
|
||||
* Lasertag
|
||||
*/
|
||||
@@ -12,7 +14,7 @@
|
||||
name = "blue laser tag armour"
|
||||
desc = "Blue Pride, Station Wide."
|
||||
icon_state = "bluetag"
|
||||
item_state = "bluetag"
|
||||
item_state_slots = list(slot_r_hand_str = "tdblue", slot_l_hand_str = "tdblue")
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/lasertag/blue)
|
||||
@@ -22,7 +24,7 @@
|
||||
name = "red laser tag armour"
|
||||
desc = "Reputed to go faster."
|
||||
icon_state = "redtag"
|
||||
item_state = "redtag"
|
||||
item_state_slots = list(slot_r_hand_str = "tdred", slot_l_hand_str = "tdred")
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/lasertag/red)
|
||||
@@ -35,83 +37,95 @@
|
||||
name = "pirate coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
item_state_slots = list(slot_r_hand_str = "greatcoat", slot_l_hand_str = "greatcoat")
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/hgpirate
|
||||
name = "pirate captain coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "hgpirate"
|
||||
item_state = "hgpirate"
|
||||
item_state_slots = list(slot_r_hand_str = "greatcoat", slot_l_hand_str = "greatcoat")
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/cyborg_suit
|
||||
name = "cyborg suit"
|
||||
desc = "Suit for a cyborg costume."
|
||||
icon_state = "death"
|
||||
item_state = "death"
|
||||
flags = CONDUCT
|
||||
fire_resist = T0C+5200
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/greatcoat
|
||||
name = "great coat"
|
||||
desc = "A heavy great coat"
|
||||
icon_state = "nazi"
|
||||
item_state = "nazi"
|
||||
|
||||
icon_state = "gentlecoat"
|
||||
item_state_slots = list(slot_r_hand_str = "greatcoat", slot_l_hand_str = "greatcoat")
|
||||
|
||||
/obj/item/clothing/suit/johnny_coat
|
||||
name = "johnny~~ coat"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
item_state = "johnny"
|
||||
|
||||
icon_state = "gentlecoat"
|
||||
item_state_slots = list(slot_r_hand_str = "johnny_coat", slot_l_hand_str = "johnny_coat")
|
||||
|
||||
/obj/item/clothing/suit/justice
|
||||
name = "justice suit"
|
||||
desc = "This pretty much looks ridiculous."
|
||||
icon_state = "justice"
|
||||
item_state = "justice"
|
||||
icon_state = "gentle_coat"
|
||||
item_state_slots = list(slot_r_hand_str = "greatcoat", slot_l_hand_str = "greatcoat")
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
|
||||
|
||||
|
||||
/obj/item/clothing/suit/judgerobe
|
||||
name = "judge's robe"
|
||||
desc = "This robe commands authority."
|
||||
icon_state = "judge"
|
||||
item_state = "judge"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/spacecash)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/wcoat
|
||||
name = "waistcoat"
|
||||
desc = "For some classy, murderous fun."
|
||||
icon_state = "vest"
|
||||
item_state = "wcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "wcoat", slot_l_hand_str = "wcoat")
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
/obj/item/clothing/suit/wcoat/red
|
||||
name = "red waistcoat"
|
||||
icon_state = "red_waistcoat"
|
||||
|
||||
/obj/item/clothing/suit/wcoat/grey
|
||||
name = "grey waistcoat"
|
||||
icon_state = "grey_waistcoat"
|
||||
|
||||
/obj/item/clothing/suit/wcoat/brown
|
||||
name = "brown waistcoat"
|
||||
icon_state = "brown_waistcoat"
|
||||
|
||||
/obj/item/clothing/suit/wcoat/swvest
|
||||
name = "black sweatervest"
|
||||
desc = "A sleeveless sweater. Wear this if you don't want your arms to be warm, or if you're a nerd."
|
||||
icon_state = "sweatervest"
|
||||
|
||||
/obj/item/clothing/suit/wcoat/swvest/blue
|
||||
name = "blue sweatervest"
|
||||
icon_state = "sweatervest_blue"
|
||||
|
||||
/obj/item/clothing/suit/wcoat/swvest/red
|
||||
name = "red sweatervest"
|
||||
icon_state = "sweatervest_red"
|
||||
|
||||
/obj/item/clothing/suit/apron/overalls
|
||||
name = "coveralls"
|
||||
desc = "A set of denim overalls."
|
||||
icon_state = "overalls"
|
||||
item_state = "overalls"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/syndicatefake
|
||||
name = "red space suit replica"
|
||||
icon_state = "syndicate"
|
||||
item_state = "space_suit_syndicate"
|
||||
desc = "A plastic replica of the syndicate space suit, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/toy)
|
||||
@@ -122,66 +136,56 @@
|
||||
name = "Hastur's Robes"
|
||||
desc = "Robes not meant to be worn by man"
|
||||
icon_state = "hastur"
|
||||
item_state = "hastur"
|
||||
item_state_slots = list(slot_r_hand_str = "rad", slot_l_hand_str = "rad")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/imperium_monk
|
||||
name = "Imperium monk"
|
||||
desc = "Have YOU killed a xenos today?"
|
||||
icon_state = "imperium_monk"
|
||||
item_state = "imperium_monk"
|
||||
body_parts_covered = HEAD|UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/chickensuit
|
||||
name = "Chicken Suit"
|
||||
desc = "A suit made long ago by the ancient empire KFC."
|
||||
icon_state = "chickensuit"
|
||||
item_state = "chickensuit"
|
||||
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 2.0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/monkeysuit
|
||||
name = "Monkey Suit"
|
||||
desc = "A suit that looks like a primate"
|
||||
icon_state = "monkeysuit"
|
||||
item_state = "monkeysuit"
|
||||
item_state_slots = list(slot_r_hand_str = "brown_jacket", slot_l_hand_str = "brown_jacket")
|
||||
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 2.0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/holidaypriest
|
||||
name = "Holiday Priest"
|
||||
desc = "This is a nice holiday my son."
|
||||
icon_state = "holidaypriest"
|
||||
item_state = "holidaypriest"
|
||||
item_state_slots = list(slot_r_hand_str = "labcoat", slot_l_hand_str = "labcoat")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/cardborg
|
||||
name = "cardborg suit"
|
||||
desc = "An ordinary cardboard box with holes cut in the sides."
|
||||
icon_state = "cardborg"
|
||||
item_state = "cardborg"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
/*
|
||||
* Misc
|
||||
*/
|
||||
|
||||
/obj/item/clothing/suit/straight_jacket
|
||||
name = "straight jacket"
|
||||
desc = "A suit that completely restrains the wearer."
|
||||
icon_state = "straight_jacket"
|
||||
item_state = "straight_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
@@ -189,219 +193,156 @@
|
||||
name = "worn shirt"
|
||||
desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in."
|
||||
icon_state = "ianshirt"
|
||||
item_state = "ianshirt"
|
||||
item_state_slots = list(slot_r_hand_str = "labcoat", slot_l_hand_str = "labcoat") //placeholder -S2-
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
//pyjamas
|
||||
//originally intended to be pinstripes >.>
|
||||
|
||||
/obj/item/clothing/under/bluepyjamas
|
||||
name = "blue pyjamas"
|
||||
desc = "Slightly old-fashioned sleepwear."
|
||||
icon_state = "blue_pyjamas"
|
||||
item_state = "blue_pyjamas"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/under/redpyjamas
|
||||
name = "red pyjamas"
|
||||
desc = "Slightly old-fashioned sleepwear."
|
||||
icon_state = "red_pyjamas"
|
||||
item_state = "red_pyjamas"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
//coats
|
||||
|
||||
/*
|
||||
* coats
|
||||
*/
|
||||
/obj/item/clothing/suit/leathercoat
|
||||
name = "leather coat"
|
||||
desc = "A long, thick black leather coat."
|
||||
icon_state = "leathercoat_alt"
|
||||
item_state = "leathercoat_alt"
|
||||
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
|
||||
|
||||
/obj/item/clothing/suit/leathercoat/sec
|
||||
name = "leather coat"
|
||||
desc = "A long, thick black leather coat."
|
||||
icon_state = "leathercoat_sec"
|
||||
item_state = "leathercoat_sec"
|
||||
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
|
||||
|
||||
/obj/item/clothing/suit/browncoat
|
||||
name = "brown leather coat"
|
||||
desc = "A long, brown leather coat."
|
||||
icon_state = "browncoat"
|
||||
item_state = "browncoat"
|
||||
item_state_slots = list(slot_r_hand_str = "brown_jacket", slot_l_hand_str = "brown_jacket")
|
||||
|
||||
/obj/item/clothing/suit/neocoat
|
||||
name = "black coat"
|
||||
desc = "A flowing, black coat."
|
||||
icon_state = "neocoat"
|
||||
item_state = "neocoat"
|
||||
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
|
||||
|
||||
//stripper
|
||||
/obj/item/clothing/under/stripper
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/under/stripper/stripper_pink
|
||||
name = "pink swimsuit"
|
||||
desc = "A rather skimpy pink swimsuit."
|
||||
icon_state = "stripper_p_under"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/stripper/stripper_green
|
||||
name = "green swimsuit"
|
||||
desc = "A rather skimpy green swimsuit."
|
||||
icon_state = "stripper_g_under"
|
||||
siemens_coefficient = 1
|
||||
/obj/item/clothing/suit/customs
|
||||
name = "customs jacket"
|
||||
desc = "A standard SolGov Customs formal jacket."
|
||||
icon_state = "customs_jacket"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_blue", slot_l_hand_str = "suit_blue")
|
||||
|
||||
/*
|
||||
* stripper
|
||||
*/
|
||||
/obj/item/clothing/suit/stripper/stripper_pink
|
||||
name = "pink skimpy dress"
|
||||
desc = "A rather skimpy pink dress."
|
||||
icon_state = "stripper_p_over"
|
||||
item_state_slots = list(slot_r_hand_str = "pink_labcoat", slot_l_hand_str = "pink_labcoat")
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/suit/stripper/stripper_green
|
||||
name = "green skimpy dress"
|
||||
desc = "A rather skimpy green dress."
|
||||
icon_state = "stripper_g_over"
|
||||
item_state = "stripper_g"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/stripper/mankini
|
||||
name = "mankini"
|
||||
desc = "No honest man would wear this abomination"
|
||||
icon_state = "mankini"
|
||||
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/suit/xenos
|
||||
name = "xenos suit"
|
||||
desc = "A suit made out of chitinous alien hide."
|
||||
icon_state = "xenos"
|
||||
item_state = "xenos_helm"
|
||||
item_state_slots = list(slot_r_hand_str = "black_suit", slot_l_hand_str = "black_suit")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 2.0
|
||||
//swimsuit
|
||||
/obj/item/clothing/under/swimsuit/
|
||||
siemens_coefficient = 1
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/under/swimsuit/black
|
||||
name = "black swimsuit"
|
||||
desc = "An oldfashioned black swimsuit."
|
||||
icon_state = "swim_black"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/blue
|
||||
name = "blue swimsuit"
|
||||
desc = "An oldfashioned blue swimsuit."
|
||||
icon_state = "swim_blue"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/purple
|
||||
name = "purple swimsuit"
|
||||
desc = "An oldfashioned purple swimsuit."
|
||||
icon_state = "swim_purp"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/green
|
||||
name = "green swimsuit"
|
||||
desc = "An oldfashioned green swimsuit."
|
||||
icon_state = "swim_green"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/red
|
||||
name = "red swimsuit"
|
||||
desc = "An oldfashioned red swimsuit."
|
||||
icon_state = "swim_red"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/*
|
||||
* Poncho
|
||||
*/
|
||||
/obj/item/clothing/suit/poncho
|
||||
name = "poncho"
|
||||
desc = "A simple, comfortable poncho."
|
||||
icon_state = "classicponcho"
|
||||
item_state = "classicponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/green
|
||||
name = "green poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is green."
|
||||
icon_state = "greenponcho"
|
||||
item_state = "greenponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/red
|
||||
name = "red poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is red."
|
||||
icon_state = "redponcho"
|
||||
item_state = "redponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/purple
|
||||
name = "purple poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is purple."
|
||||
icon_state = "purpleponcho"
|
||||
item_state = "purpleponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/blue
|
||||
name = "blue poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is blue."
|
||||
icon_state = "blueponcho"
|
||||
item_state = "blueponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/roles/security
|
||||
name = "security poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is black and red, standard NanoTrasen Security colors."
|
||||
icon_state = "secponcho"
|
||||
item_state = "secponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/roles/medical
|
||||
name = "medical poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is white with green and blue tint, standard Medical colors."
|
||||
icon_state = "medponcho"
|
||||
item_state = "medponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/roles/engineering
|
||||
name = "engineering poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is yellow and orange, standard Engineering colors."
|
||||
icon_state = "engiponcho"
|
||||
item_state = "engiponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/roles/science
|
||||
name = "science poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is white with purple trim, standard NanoTrasen Science colors."
|
||||
icon_state = "sciponcho"
|
||||
item_state = "sciponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/roles/cargo
|
||||
name = "cargo poncho"
|
||||
desc = "A simple, comfortable cloak without sleeves. This one is tan and grey, the colors of Cargo."
|
||||
icon_state = "cargoponcho"
|
||||
item_state = "cargoponcho"
|
||||
|
||||
/obj/item/clothing/suit/jacket/puffer
|
||||
name = "puffer jacket"
|
||||
desc = "A thick jacket with a rubbery, water-resistant shell."
|
||||
icon_state = "pufferjacket"
|
||||
item_state = "pufferjacket"
|
||||
item_state_slots = list(slot_r_hand_str = "chainmail", slot_l_hand_str = "chainmail")
|
||||
|
||||
/obj/item/clothing/suit/jacket/puffer/vest
|
||||
name = "puffer vest"
|
||||
desc = "A thick vest with a rubbery, water-resistant shell."
|
||||
icon_state = "puffervest"
|
||||
item_state = "puffervest"
|
||||
item_state_slots = list(slot_r_hand_str = "chainmail", slot_l_hand_str = "chainmail")
|
||||
|
||||
/obj/item/clothing/suit/storage/miljacket
|
||||
name = "military jacket"
|
||||
desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable."
|
||||
icon_state = "militaryjacket_nobadge"
|
||||
item_state = "militaryjacket_nobadge"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_olive", slot_l_hand_str = "suit_olive")
|
||||
|
||||
/obj/item/clothing/suit/storage/miljacket/alt
|
||||
name = "military jacket"
|
||||
desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable."
|
||||
icon_state = "militaryjacket_badge"
|
||||
item_state = "militaryjacket_badge"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_olive", slot_l_hand_str = "suit_olive")
|
||||
|
||||
/obj/item/clothing/suit/storage/miljacket/green
|
||||
name = "military jacket"
|
||||
desc = "A dark green canvas jacket. Feels sturdy, yet comfortable."
|
||||
icon_state = "militaryjacket_green"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_olive", slot_l_hand_str = "suit_olive")
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/bomber
|
||||
name = "bomber jacket"
|
||||
desc = "A thick, well-worn WW2 leather bomber jacket."
|
||||
icon_state = "bomber"
|
||||
item_state = "bomber"
|
||||
item_state_slots = list(slot_r_hand_str = "brown_jacket", slot_l_hand_str = "brown_jacket")
|
||||
icon_open = "bomber_open"
|
||||
icon_closed = "bomber"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
@@ -413,7 +354,7 @@
|
||||
name = "bomber jacket"
|
||||
desc = "A thick, well-worn WW2 leather bomber jacket."
|
||||
icon_state = "bomberjacket_new"
|
||||
item_state = "bomberjacket_new"
|
||||
item_state_slots = list(slot_r_hand_str = "brown_jacket", slot_l_hand_str = "brown_jacket")
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|ARMS
|
||||
min_cold_protection_temperature = T0C - 20
|
||||
@@ -423,23 +364,23 @@
|
||||
name = "leather jacket"
|
||||
desc = "A black leather coat."
|
||||
icon_state = "leather_jacket"
|
||||
item_state = "leather_jacket"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/storage/leather_jacket/alt
|
||||
icon_state = "leather_jacket_alt"
|
||||
item_state = "leather_jacket_alt"
|
||||
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
|
||||
|
||||
/obj/item/clothing/suit/storage/leather_jacket/nanotrasen
|
||||
desc = "A black leather coat. A corporate logo is proudly displayed on the back."
|
||||
icon_state = "leather_jacket_nt"
|
||||
item_state_slots = list(slot_r_hand_str = "leather_jacket", slot_l_hand_str = "leather_jacket")
|
||||
|
||||
//This one has buttons for some reason
|
||||
/obj/item/clothing/suit/storage/toggle/brown_jacket
|
||||
name = "brown jacket"
|
||||
desc = "A brown leather coat."
|
||||
icon_state = "brown_jacket"
|
||||
item_state = "brown_jacket"
|
||||
item_state_slots = list(slot_r_hand_str = "brown_jacket", slot_l_hand_str = "brown_jacket")
|
||||
icon_open = "brown_jacket_open"
|
||||
icon_closed = "brown_jacket"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
@@ -447,6 +388,7 @@
|
||||
/obj/item/clothing/suit/storage/toggle/brown_jacket/nanotrasen
|
||||
desc = "A brown leather coat. A corporate logo is proudly displayed on the back."
|
||||
icon_state = "brown_jacket_nt"
|
||||
item_state_slots = list(slot_r_hand_str = "brown_jacket", slot_l_hand_str = "brown_jacket")
|
||||
icon_open = "brown_jacket_nt_open"
|
||||
icon_closed = "brown_jacket_nt"
|
||||
|
||||
@@ -454,7 +396,7 @@
|
||||
name = "grey hoodie"
|
||||
desc = "A warm, grey sweatshirt."
|
||||
icon_state = "grey_hoodie"
|
||||
item_state = "grey_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_grey", slot_l_hand_str = "suit_grey")
|
||||
icon_open = "grey_hoodie_open"
|
||||
icon_closed = "grey_hoodie"
|
||||
min_cold_protection_temperature = T0C - 20
|
||||
@@ -464,7 +406,7 @@
|
||||
name = "black hoodie"
|
||||
desc = "A warm, black sweatshirt."
|
||||
icon_state = "black_hoodie"
|
||||
item_state = "black_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
icon_open = "black_hoodie_open"
|
||||
icon_closed = "black_hoodie"
|
||||
|
||||
@@ -472,7 +414,7 @@
|
||||
name = "red hoodie"
|
||||
desc = "A warm, red sweatshirt."
|
||||
icon_state = "red_hoodie"
|
||||
item_state = "red_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_red", slot_l_hand_str = "suit_red")
|
||||
icon_open = "red_hoodie_open"
|
||||
icon_closed = "red_hoodie"
|
||||
|
||||
@@ -480,7 +422,7 @@
|
||||
name = "blue hoodie"
|
||||
desc = "A warm, blue sweatshirt."
|
||||
icon_state = "blue_hoodie"
|
||||
item_state = "blue_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_blue", slot_l_hand_str = "suit_blue")
|
||||
icon_open = "blue_hoodie_open"
|
||||
icon_closed = "blue_hoodie"
|
||||
|
||||
@@ -488,7 +430,7 @@
|
||||
name = "green hoodie"
|
||||
desc = "A warm, green sweatshirt."
|
||||
icon_state = "green_hoodie"
|
||||
item_state = "green_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_olive", slot_l_hand_str = "suit_olive")
|
||||
icon_open = "green_hoodie_open"
|
||||
icon_closed = "green_hoodie"
|
||||
|
||||
@@ -496,7 +438,7 @@
|
||||
name = "orange hoodie"
|
||||
desc = "A warm, orange sweatshirt."
|
||||
icon_state = "orange_hoodie"
|
||||
item_state = "orange_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_orange", slot_l_hand_str = "suit_orange")
|
||||
icon_open = "orange_hoodie_open"
|
||||
icon_closed = "orange_hoodie"
|
||||
|
||||
@@ -504,7 +446,7 @@
|
||||
name = "yellow hoodie"
|
||||
desc = "A warm, yellow sweatshirt."
|
||||
icon_state = "yellow_hoodie"
|
||||
item_state = "yellow_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_yellow", slot_l_hand_str = "suit_yellow")
|
||||
icon_open = "yellow_hoodie_open"
|
||||
icon_closed = "yellow_hoodie"
|
||||
|
||||
@@ -512,7 +454,7 @@
|
||||
name = "CTI hoodie"
|
||||
desc = "A warm, black sweatshirt. It bears the letters CTI on the back, a lettering to the prestigious university in Tau Ceti, Ceti Technical Institute. There is a blue supernova embroidered on the front, the emblem of CTI."
|
||||
icon_state = "cti_hoodie"
|
||||
item_state = "cti_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
icon_open = "cti_hoodie_open"
|
||||
icon_closed = "cti_hoodie"
|
||||
|
||||
@@ -520,7 +462,7 @@
|
||||
name = "mojave university hoodie"
|
||||
desc = "A warm, gray sweatshirt. It bears the letters MU on the front, a lettering to the well-known public college, Mojave University."
|
||||
icon_state = "mu_hoodie"
|
||||
item_state = "mu_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_grey", slot_l_hand_str = "suit_grey")
|
||||
icon_open = "mu_hoodie_open"
|
||||
icon_closed = "mu_hoodie"
|
||||
|
||||
@@ -528,7 +470,7 @@
|
||||
name = "NT hoodie"
|
||||
desc = "A warm, blue sweatshirt. It proudly bears the silver NanoTrasen insignia lettering on the back. The edges are trimmed with silver."
|
||||
icon_state = "nt_hoodie"
|
||||
item_state = "nt_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_blue", slot_l_hand_str = "suit_blue")
|
||||
icon_open = "nt_hoodie_open"
|
||||
icon_closed = "nt_hoodie"
|
||||
|
||||
@@ -536,17 +478,15 @@
|
||||
name = "Space Mountain Wind hoodie"
|
||||
desc = "A warm, black sweatshirt. It has the logo for the popular softdrink Space Mountain Wind on both the front and the back."
|
||||
icon_state = "smw_hoodie"
|
||||
item_state = "smw_hoodie"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
icon_open = "smw_hoodie_open"
|
||||
icon_closed = "smw_hoodie"
|
||||
|
||||
// FUN!
|
||||
|
||||
/obj/item/clothing/suit/whitedress
|
||||
name = "white dress"
|
||||
desc = "A fancy white dress."
|
||||
icon_state = "white_dress"
|
||||
item_state = "white_dress"
|
||||
item_state_slots = list(slot_r_hand_str = "white_dress", slot_l_hand_str = "white_dress")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
@@ -554,7 +494,7 @@
|
||||
name = "carp costume"
|
||||
desc = "A costume made from 'synthetic' carp scales, it smells."
|
||||
icon_state = "carp_casual"
|
||||
item_state = "carp_casual"
|
||||
item_state_slots = list(slot_r_hand_str = "carp_casual", slot_l_hand_str = "carp_casual") //Does not exist -S2-
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE //Space carp like space, so you should too
|
||||
@@ -566,6 +506,7 @@
|
||||
name = "carp hood"
|
||||
desc = "A hood attached to a carp costume."
|
||||
icon_state = "carp_casual"
|
||||
item_state_slots = list(slot_r_hand_str = "carp_casual", slot_l_hand_str = "carp_casual") //Does not exist -S2-
|
||||
body_parts_covered = HEAD
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
@@ -574,7 +515,7 @@
|
||||
name = "corgi costume"
|
||||
desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs."
|
||||
icon_state = "ian"
|
||||
item_state = "ian"
|
||||
item_state_slots = list(slot_r_hand_str = "ian", slot_l_hand_str = "ian") //Does not exist -S2-
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
//cold_protection = CHEST|GROIN|ARMS
|
||||
//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
@@ -586,18 +527,16 @@
|
||||
name = "corgi hood"
|
||||
desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits."
|
||||
icon_state = "ian"
|
||||
item_state = "ian"
|
||||
item_state_slots = list(slot_r_hand_str = "ian", slot_l_hand_str = "ian") //Does not exist -S2-
|
||||
body_parts_covered = HEAD
|
||||
//cold_protection = HEAD
|
||||
//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
|
||||
// WINTER COATS
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat
|
||||
name = "winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs."
|
||||
icon_state = "coatwinter"
|
||||
item_state = "labcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "coatwinter", slot_l_hand_str = "coatwinter")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
@@ -618,105 +557,210 @@
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/captain
|
||||
name = "captain's winter coat"
|
||||
icon_state = "coatcaptain"
|
||||
item_state_slots = list(slot_r_hand_str = "coatcaptain", slot_l_hand_str = "coatcaptain")
|
||||
armor = list(melee = 20, bullet = 15, laser = 20, energy = 10, bomb = 15, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security
|
||||
name = "security winter coat"
|
||||
icon_state = "coatsecurity"
|
||||
item_state_slots = list(slot_r_hand_str = "coatsecurity", slot_l_hand_str = "coatsecurity")
|
||||
armor = list(melee = 25, bullet = 20, laser = 20, energy = 15, bomb = 20, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical
|
||||
name = "medical winter coat"
|
||||
icon_state = "coatmedical"
|
||||
item_state_slots = list(slot_r_hand_str = "coatmedical", slot_l_hand_str = "coatmedical")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/science
|
||||
name = "science winter coat"
|
||||
icon_state = "coatscience"
|
||||
item_state_slots = list(slot_r_hand_str = "coatscience", slot_l_hand_str = "coatscience")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering
|
||||
name = "engineering winter coat"
|
||||
icon_state = "coatengineer"
|
||||
item_state_slots = list(slot_r_hand_str = "coatengineer", slot_l_hand_str = "coatengineer")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos
|
||||
name = "atmospherics winter coat"
|
||||
icon_state = "coatatmos"
|
||||
item_state_slots = list(slot_r_hand_str = "coatatmos", slot_l_hand_str = "coatatmos")
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/hydro
|
||||
name = "hydroponics winter coat"
|
||||
icon_state = "coathydro"
|
||||
item_state_slots = list(slot_r_hand_str = "coathydro", slot_l_hand_str = "coathydro")
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo
|
||||
name = "cargo winter coat"
|
||||
icon_state = "coatcargo"
|
||||
item_state_slots = list(slot_r_hand_str = "coatcargo", slot_l_hand_str = "coatcargo")
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/miner
|
||||
name = "mining winter coat"
|
||||
icon_state = "coatminer"
|
||||
item_state_slots = list(slot_r_hand_str = "coatminer", slot_l_hand_str = "coatminer")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/varsity
|
||||
name = "black varsity jacket"
|
||||
desc = "A favorite of jocks everywhere from Sol to Nyx."
|
||||
icon_state = "varsity"
|
||||
item_state = "leather_jacket"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_black", slot_l_hand_str = "suit_black")
|
||||
|
||||
/obj/item/clothing/suit/varsity/red
|
||||
name = "red varsity jacket"
|
||||
icon_state = "varsity_red"
|
||||
icon_state = "suit_red"
|
||||
|
||||
/obj/item/clothing/suit/varsity/purple
|
||||
name = "purple varsity jacket"
|
||||
icon_state = "varsity_purple"
|
||||
icon_state = "suit_purple"
|
||||
|
||||
/obj/item/clothing/suit/varsity/green
|
||||
name = "green varsity jacket"
|
||||
icon_state = "varsity_green"
|
||||
icon_state = "suit_olive"
|
||||
|
||||
/obj/item/clothing/suit/varsity/blue
|
||||
name = "blue varsity jacket"
|
||||
icon_state = "varsity_blue"
|
||||
icon_state = "suit_blue"
|
||||
|
||||
/obj/item/clothing/suit/varsity/brown
|
||||
name = "brown varsity jacket"
|
||||
icon_state = "varsity_brown"
|
||||
|
||||
//Track Jackets
|
||||
icon_state = "brown_jacket"
|
||||
|
||||
/*
|
||||
* Track Jackets
|
||||
*/
|
||||
/obj/item/clothing/suit/storage/toggle/track
|
||||
name = "track jacket"
|
||||
desc = "a track jacket, for the athletic."
|
||||
icon_state = "trackjacket"
|
||||
item_state = "trackjacket"
|
||||
item_state_slots = list(slot_r_hand_str = "black_labcoat", slot_l_hand_str = "black_labcoat")
|
||||
icon_open = "trackjacket_open"
|
||||
icon_closed = "trackjacket"
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/track/blue
|
||||
name = "blue track jacket"
|
||||
icon_state = "trackjacketblue"
|
||||
item_state = "trackjacketblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue_labcoat", slot_l_hand_str = "blue_labcoat")
|
||||
icon_open = "trackjacketblue_open"
|
||||
icon_closed = "trackjacketblue"
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/track/green
|
||||
name = "green track jacket"
|
||||
icon_state = "trackjacketgreen"
|
||||
item_state = "trackjacketgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
|
||||
icon_open = "trackjacketgreen_open"
|
||||
icon_closed = "trackjacketgreen"
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/track/red
|
||||
name = "red track jacket"
|
||||
icon_state = "trackjacketred"
|
||||
item_state = "trackjacketred"
|
||||
item_state_slots = list(slot_r_hand_str = "red_labcoat", slot_l_hand_str = "red_labcoat")
|
||||
icon_open = "trackjacketred_open"
|
||||
icon_closed = "trackjacketred"
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/track/white
|
||||
name = "white track jacket"
|
||||
icon_state = "trackjacketwhite"
|
||||
item_state = "trackjacketwhite"
|
||||
item_state_slots = list(slot_r_hand_str = "labcoat", slot_l_hand_str = "labcoat")
|
||||
icon_open = "trackjacketwhite_open"
|
||||
icon_closed = "trackjacketwhite"
|
||||
icon_closed = "trackjacketwhite"
|
||||
|
||||
//Flannels
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel
|
||||
name = "Flannel shirt"
|
||||
desc = "A comfy, grey flannel shirt. Unleash your inner hipster."
|
||||
icon_state = "flannel"
|
||||
item_state_slots = list(slot_r_hand_str = "black_labcoat", slot_l_hand_str = "black_labcoat")
|
||||
var/rolled = 0
|
||||
var/tucked = 0
|
||||
var/buttoned = 0
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/verb/roll_sleeves()
|
||||
set name = "Roll Sleeves"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living))
|
||||
return
|
||||
if(usr.stat)
|
||||
return
|
||||
|
||||
if(rolled == 0)
|
||||
rolled = 1
|
||||
usr << "<span class='notice'>You roll up the sleeves of your [src].</span>"
|
||||
else
|
||||
rolled = 0
|
||||
usr << "<span class='notice'>You roll down the sleeves of your [src].</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/verb/tuck()
|
||||
set name = "Toggle Shirt Tucking"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)||usr.stat)
|
||||
return
|
||||
|
||||
if(tucked == 0)
|
||||
tucked = 1
|
||||
usr << "<span class='notice'>You tuck in your your [src].</span>"
|
||||
else
|
||||
tucked = 0
|
||||
usr << "<span class='notice'>You untuck your [src].</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/verb/button()
|
||||
set name = "Toggle Shirt Buttons"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)||usr.stat)
|
||||
return
|
||||
|
||||
if(buttoned == 0)
|
||||
buttoned = 1
|
||||
usr << "<span class='notice'>You unbutton your [src].</span>"
|
||||
else
|
||||
buttoned = 0
|
||||
usr<<"<span class='notice'>You button your [src].</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/update_icon()
|
||||
icon_state = initial(icon_state)
|
||||
if(rolled)
|
||||
icon_state += "r"
|
||||
if(tucked)
|
||||
icon_state += "t"
|
||||
if(buttoned)
|
||||
icon_state += "b"
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/red
|
||||
desc = "A comfy, red flannel shirt. Unleash your inner hipster."
|
||||
icon_state = "flannel_red"
|
||||
item_state_slots = list(slot_r_hand_str = "red_labcoat", slot_l_hand_str = "red_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/aqua
|
||||
desc = "A comfy, aqua flannel shirt. Unleash your inner hipster."
|
||||
icon_state = "flannel_aqua"
|
||||
item_state_slots = list(slot_r_hand_str = "blue_labcoat", slot_l_hand_str = "blue_labcoat")
|
||||
|
||||
/obj/item/clothing/suit/storage/flannel/brown
|
||||
desc = "A comfy, brown flannel shirt. Unleash your inner hipster."
|
||||
icon_state = "flannel_brown"
|
||||
item_state_slots = list(slot_r_hand_str = "johnny", slot_l_hand_str = "johnny")
|
||||
|
||||
//Green Uniform
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/greengov
|
||||
name = "green formal jacket"
|
||||
desc = "A sleek proper formal jacket with gold buttons."
|
||||
icon_state = "suitjacket_green_open"
|
||||
item_state_slots = list(slot_r_hand_str = "suit_olive", slot_l_hand_str = "suit_olive")
|
||||
icon_open = "suitjacket_green_open"
|
||||
icon_closed = "suitjacket_green"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/proc/RemoveHood()
|
||||
src.icon_state = "[initial(icon_state)]"
|
||||
icon_state = "[initial(icon_state)]"
|
||||
suittoggled = 0
|
||||
if(ishuman(hood.loc))
|
||||
var/mob/living/carbon/H = hood.loc
|
||||
@@ -41,7 +41,7 @@
|
||||
|
||||
/obj/item/clothing/suit/storage/hooded/proc/ToggleHood()
|
||||
if(!suittoggled)
|
||||
if(ishuman(src.loc))
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(H.wear_suit != src)
|
||||
H << "<span class='warning'>You must be wearing [src] to put up the hood!</span>"
|
||||
@@ -52,7 +52,7 @@
|
||||
else
|
||||
H.equip_to_slot_if_possible(hood,slot_head,0,0,1)
|
||||
suittoggled = 1
|
||||
src.icon_state = "[initial(icon_state)]_t"
|
||||
icon_state = "[initial(icon_state)]_t"
|
||||
H.update_inv_wear_suit()
|
||||
else
|
||||
RemoveHood()
|
||||
@@ -13,7 +13,6 @@
|
||||
name = "firesuit"
|
||||
desc = "A suit that protects against fire and heat."
|
||||
icon_state = "fire"
|
||||
item_state = "fire_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
@@ -26,17 +25,14 @@
|
||||
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/firefighter
|
||||
icon_state = "firesuit"
|
||||
item_state = "firefighter"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/heavy
|
||||
/obj/item/clothing/suit/fire/heavy //Is this even used?? -S2-
|
||||
name = "firesuit"
|
||||
desc = "A suit that protects against extreme fire and heat."
|
||||
//icon_state = "thermal"
|
||||
item_state = "ro_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "black_suit", slot_l_hand_str = "black_suit")
|
||||
w_class = 4//bulky item
|
||||
slowdown = 1.5
|
||||
|
||||
@@ -52,12 +48,10 @@
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
siemens_coefficient = 0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit
|
||||
name = "bomb suit"
|
||||
desc = "A suit designed for safety when handling explosives."
|
||||
icon_state = "bombsuit"
|
||||
item_state = "bombsuit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
@@ -68,7 +62,6 @@
|
||||
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0
|
||||
|
||||
|
||||
/obj/item/clothing/head/bomb_hood/security
|
||||
icon_state = "bombsuitsec"
|
||||
body_parts_covered = HEAD
|
||||
@@ -89,12 +82,10 @@
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/radiation
|
||||
name = "Radiation suit"
|
||||
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
|
||||
icon_state = "rad"
|
||||
item_state = "rad_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
|
||||
@@ -2,10 +2,6 @@
|
||||
name = "wizard hat"
|
||||
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
|
||||
icon_state = "wizard"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "wizhat",
|
||||
slot_r_hand_str = "wizhat",
|
||||
)
|
||||
//Not given any special protective value since the magic robes are full-body protection --NEO
|
||||
siemens_coefficient = 0.8
|
||||
body_parts_covered = 0
|
||||
@@ -33,11 +29,6 @@
|
||||
name = "Magus Helm"
|
||||
desc = "A mysterious helmet that hums with an unearthly power"
|
||||
icon_state = "magus"
|
||||
item_state = "magus"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "helmet",
|
||||
slot_r_hand_str = "helmet",
|
||||
)
|
||||
siemens_coefficient = 0.8
|
||||
body_parts_covered = HEAD|FACE|EYES
|
||||
|
||||
@@ -45,27 +36,19 @@
|
||||
name = "psychic amplifier"
|
||||
desc = "A crown-of-thorns psychic amplifier. Kind of looks like a tiara having sex with an industrial robot."
|
||||
icon_state = "amp"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "helmet",
|
||||
slot_r_hand_str = "helmet",
|
||||
)
|
||||
siemens_coefficient = 0.8
|
||||
|
||||
/obj/item/clothing/head/wizard/cap
|
||||
name = "Gentlemans Cap"
|
||||
desc = "A checkered gray flat cap woven together with the rarest of threads."
|
||||
icon_state = "gentcap"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "det_hat",
|
||||
slot_r_hand_str = "det_hat",
|
||||
)
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
siemens_coefficient = 0.8
|
||||
|
||||
/obj/item/clothing/suit/wizrobe
|
||||
name = "wizard robe"
|
||||
desc = "A magnificant, gem-lined robe that seems to radiate power."
|
||||
icon_state = "wizard"
|
||||
item_state = "wizrobe"
|
||||
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20)
|
||||
@@ -78,47 +61,41 @@
|
||||
name = "red wizard robe"
|
||||
desc = "A magnificant, red, gem-lined robe that seems to radiate power."
|
||||
icon_state = "redwizard"
|
||||
item_state = "redwizrobe"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/marisa
|
||||
name = "Witch Robe"
|
||||
desc = "Magic is all about the spell power, ZE!"
|
||||
icon_state = "marisa"
|
||||
item_state = "marisarobe"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/magusblue
|
||||
name = "Magus Robe"
|
||||
desc = "A set of armoured robes that seem to radiate a dark power"
|
||||
icon_state = "magusblue"
|
||||
item_state = "magusblue"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/magusred
|
||||
name = "Magus Robe"
|
||||
desc = "A set of armoured robes that seem to radiate a dark power"
|
||||
icon_state = "magusred"
|
||||
item_state = "magusred"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/psypurple
|
||||
name = "purple robes"
|
||||
desc = "Heavy, royal purple robes threaded with psychic amplifiers and weird, bulbous lenses. Do not machine wash."
|
||||
icon_state = "psyamp"
|
||||
item_state = "psyamp"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/gentlecoat
|
||||
name = "Gentlemans Coat"
|
||||
desc = "A heavy threaded twead gray jacket. For a different sort of Gentleman."
|
||||
icon_state = "gentlecoat"
|
||||
item_state = "gentlecoat"
|
||||
item_state_slots = list(slot_r_hand_str = "greatcoat", slot_l_hand_str = "greatcoat")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/fake
|
||||
name = "wizard robe"
|
||||
desc = "A rather dull, blue robe meant to mimick real wizard robes."
|
||||
icon_state = "wizard-fake"
|
||||
item_state = "wizrobe"
|
||||
item_state_slots = list(slot_r_hand_str = "wizard", slot_l_hand_str = "wizard")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 1.0
|
||||
|
||||
@@ -133,8 +110,6 @@
|
||||
name = "Witch Robe"
|
||||
desc = "Magic is all about the spell power, ZE!"
|
||||
icon_state = "marisa"
|
||||
item_state = "marisarobe"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 1.0
|
||||
|
||||
siemens_coefficient = 1.0
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A neosilk clip-on tie."
|
||||
icon = 'icons/obj/clothing/ties.dmi'
|
||||
icon_state = "bluetie"
|
||||
item_state = "" //no inhands
|
||||
item_state_slots = list(slot_r_hand_str = "", slot_l_hand_str = "")
|
||||
slot_flags = SLOT_TIE
|
||||
w_class = 2.0
|
||||
var/slot = "decor"
|
||||
@@ -51,7 +51,7 @@
|
||||
|
||||
if(user)
|
||||
user << "<span class='notice'>You attach \the [src] to \the [has_suit].</span>"
|
||||
src.add_fingerprint(user)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/clothing/accessory/proc/on_removed(var/mob/user)
|
||||
if(!has_suit)
|
||||
@@ -60,9 +60,9 @@
|
||||
has_suit = null
|
||||
if(user)
|
||||
usr.put_in_hands(src)
|
||||
src.add_fingerprint(user)
|
||||
add_fingerprint(user)
|
||||
else
|
||||
src.forceMove(get_turf(src))
|
||||
forceMove(get_turf(src))
|
||||
|
||||
//default attackby behaviour
|
||||
/obj/item/clothing/accessory/attackby(obj/item/I, mob/user)
|
||||
@@ -102,6 +102,10 @@
|
||||
name = "black tie"
|
||||
icon_state = "blacktie"
|
||||
|
||||
/obj/item/clothing/accessory/darkgreen
|
||||
name = "dark green tie"
|
||||
icon_state = "dgreentie"
|
||||
|
||||
/obj/item/clothing/accessory/yellow
|
||||
name = "yellow tie"
|
||||
icon_state = "yellowtie"
|
||||
@@ -120,6 +124,12 @@
|
||||
desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
|
||||
icon_state = "stethoscope"
|
||||
|
||||
/obj/item/clothing/accessory/stethoscope/do_surgery(mob/living/carbon/human/M, mob/living/user)
|
||||
if(user.a_intent != I_HELP) //in case it is ever used as a surgery tool
|
||||
return ..()
|
||||
attack(M, user) //default surgery behaviour is just to scan as usual
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/accessory/stethoscope/attack(mob/living/carbon/human/M, mob/living/user)
|
||||
if(ishuman(M) && isliving(user))
|
||||
if(user.a_intent == I_HELP)
|
||||
@@ -169,7 +179,6 @@
|
||||
return
|
||||
return ..(M,user)
|
||||
|
||||
|
||||
//Medals
|
||||
/obj/item/clothing/accessory/medal
|
||||
name = "bronze medal"
|
||||
|
||||
@@ -125,3 +125,9 @@
|
||||
name = "hip holster"
|
||||
desc = "A handgun holster slung low on the hip, draw pardner!"
|
||||
icon_state = "holster_hip"
|
||||
|
||||
/obj/item/clothing/accessory/holster/leg
|
||||
name = "leg holster"
|
||||
desc = "A tacticool handgun holster. Worn on the upper leg."
|
||||
icon_state = "holster_hip"
|
||||
overlay_state = "holster_leg"
|
||||
@@ -2,7 +2,6 @@
|
||||
name = "silver locket"
|
||||
desc = "This oval shaped, argentium sterling silver locket hangs on an incredibly fine, refractive string, almost thin as hair and microweaved from links to a deceptive strength, of similar material. The edges are engraved very delicately with an elegant curving design, but overall the main is unmarked and smooth to the touch, leaving room for either remaining as a stolid piece or future alterations. There is an obvious internal place for a picture or lock of some sort, but even behind that is a very thin compartment unhinged with the pinch of a thumb and forefinger."
|
||||
icon_state = "locket"
|
||||
item_state = "locket"
|
||||
slot_flags = 0
|
||||
w_class = 2
|
||||
slot_flags = SLOT_MASK | SLOT_TIE
|
||||
@@ -25,7 +24,7 @@
|
||||
if(held)
|
||||
user << "\The [held] falls out!"
|
||||
held.loc = get_turf(user)
|
||||
src.held = null
|
||||
held = null
|
||||
else
|
||||
icon_state = "[base_icon]"
|
||||
|
||||
@@ -41,6 +40,6 @@
|
||||
usr << "You slip [O] into [src]."
|
||||
user.drop_item()
|
||||
O.loc = src
|
||||
src.held = O
|
||||
held = O
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
hold.hide_from(usr)
|
||||
for(var/obj/item/I in hold.contents)
|
||||
hold.remove_from_storage(I, T)
|
||||
src.add_fingerprint(user)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/clothing/accessory/storage/webbing
|
||||
name = "webbing"
|
||||
|
||||
@@ -1,51 +1,39 @@
|
||||
/obj/item/clothing/under/color/black
|
||||
name = "black jumpsuit"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "black"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/blackf
|
||||
name = "feminine black jumpsuit"
|
||||
desc = "It's very smart and in a ladies-size!"
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "blackf"
|
||||
|
||||
/obj/item/clothing/under/color/blackjumpskirt
|
||||
name = "black jumpskirt"
|
||||
desc = "A slimming black jumpskirt."
|
||||
icon_state = "blackjumpskirt"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "blackjumpskirt"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
|
||||
/obj/item/clothing/under/color/blue
|
||||
name = "blue jumpsuit"
|
||||
icon_state = "blue"
|
||||
item_state = "b_suit"
|
||||
worn_state = "blue"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/green
|
||||
name = "green jumpsuit"
|
||||
icon_state = "green"
|
||||
item_state = "g_suit"
|
||||
worn_state = "green"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/grey
|
||||
name = "grey jumpsuit"
|
||||
icon_state = "grey"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "grey"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/orange
|
||||
name = "orange jumpsuit"
|
||||
desc = "It's standardised prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
icon_state = "orange"
|
||||
item_state = "o_suit"
|
||||
worn_state = "orange"
|
||||
has_sensor = 2
|
||||
sensor_mode = 3
|
||||
rolled_sleeves = 0
|
||||
@@ -53,122 +41,99 @@
|
||||
/obj/item/clothing/under/color/pink
|
||||
name = "pink jumpsuit"
|
||||
icon_state = "pink"
|
||||
item_state = "p_suit"
|
||||
worn_state = "pink"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/red
|
||||
name = "red jumpsuit"
|
||||
icon_state = "red"
|
||||
item_state = "r_suit"
|
||||
worn_state = "red"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/white
|
||||
name = "white jumpsuit"
|
||||
icon_state = "white"
|
||||
item_state = "w_suit"
|
||||
worn_state = "white"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/yellow
|
||||
name = "yellow jumpsuit"
|
||||
icon_state = "yellow"
|
||||
item_state = "y_suit"
|
||||
worn_state = "yellow"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/psyche
|
||||
name = "psychedelic jumpsuit"
|
||||
desc = "Groovy!"
|
||||
icon_state = "psyche"
|
||||
item_state = "psyche"
|
||||
worn_state = "psyche"
|
||||
|
||||
/obj/item/clothing/under/color/lightblue
|
||||
name = "lightblue jumpsuit"
|
||||
desc = "A light blue jumpsuit."
|
||||
icon_state = "lightblue"
|
||||
item_state = "b_suit"
|
||||
worn_state = "lightblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/aqua
|
||||
name = "aqua jumpsuit"
|
||||
desc = "An aqua jumpsuit."
|
||||
icon_state = "aqua"
|
||||
item_state = "b_suit"
|
||||
worn_state = "aqua"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color
|
||||
name = "purple jumpsuit"
|
||||
desc = "The latest in space fashion."
|
||||
icon_state = "purple"
|
||||
item_state = "p_suit"
|
||||
worn_state = "purple"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/lightpurple
|
||||
name = "lightpurple jumpsuit"
|
||||
desc = "A light purple jumpsuit."
|
||||
icon_state = "lightpurple"
|
||||
item_state = "p_suit"
|
||||
worn_state = "lightpurple"
|
||||
item_state_slots = list(slot_r_hand_str = "purple", slot_l_hand_str = "purple")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/lightgreen
|
||||
name = "lightgreen jumpsuit"
|
||||
desc = "A light green jumpsuit."
|
||||
icon_state = "lightgreen"
|
||||
item_state = "g_suit"
|
||||
worn_state = "lightgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "green", slot_l_hand_str = "green")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/lightbrown
|
||||
name = "lightbrown jumpsuit"
|
||||
desc = "A light brown jumpsuit."
|
||||
icon_state = "lightbrown"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "lightbrown"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/brown
|
||||
name = "brown jumpsuit"
|
||||
desc = "A brown jumpsuit."
|
||||
icon_state = "brown"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "brown"
|
||||
item_state_slots = list(slot_r_hand_str = "lightbrown", slot_l_hand_str = "lightbrown")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/yellowgreen
|
||||
name = "yellowgreen jumpsuit"
|
||||
desc = "A... yellow green jumpsuit?"
|
||||
icon_state = "yellowgreen"
|
||||
item_state = "y_suit"
|
||||
worn_state = "yellowgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "yellow", slot_l_hand_str = "yellow")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/darkblue
|
||||
name = "darkblue jumpsuit"
|
||||
desc = "A dark blue jumpsuit."
|
||||
icon_state = "darkblue"
|
||||
item_state = "b_suit"
|
||||
worn_state = "darkblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/lightred
|
||||
name = "lightred jumpsuit"
|
||||
desc = "A light red jumpsuit."
|
||||
icon_state = "lightred"
|
||||
item_state = "r_suit"
|
||||
worn_state = "lightred"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/color/darkred
|
||||
name = "darkred jumpsuit"
|
||||
desc = "A dark red jumpsuit."
|
||||
icon_state = "darkred"
|
||||
item_state = "r_suit"
|
||||
worn_state = "darkred"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -4,45 +4,36 @@
|
||||
desc = "It looks like it could use some more flair."
|
||||
name = "bartender's uniform"
|
||||
icon_state = "ba_suit"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "ba_suit"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
|
||||
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "b_suit"
|
||||
worn_state = "captain"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/cargo
|
||||
name = "quartermaster's jumpsuit"
|
||||
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
|
||||
icon_state = "qm"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "qm"
|
||||
item_state_slots = list(slot_r_hand_str = "cargo", slot_l_hand_str = "cargo")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/cargo/jeans
|
||||
name = "quartermaster's jumpjeans"
|
||||
desc = "Jeeeaaans! They're comfy!"
|
||||
icon_state = "qmj"
|
||||
worn_state = "qmj"
|
||||
|
||||
/obj/item/clothing/under/rank/cargo/jeans/female
|
||||
name = "quartermaster's jumpjeans"
|
||||
desc = "Jeeeaaans! They're comfy!"
|
||||
icon_state = "qmjf"
|
||||
worn_state = "qmjf"
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "cargo technician's jumpsuit"
|
||||
desc = "Shooooorts! They're comfy and easy to wear!"
|
||||
icon_state = "cargotech"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "cargo"
|
||||
icon_state = "cargo"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -50,61 +41,51 @@
|
||||
name = "cargo technician's jumpjeans"
|
||||
desc = "Jeeeaaans! They're comfy!"
|
||||
icon_state = "cargoj"
|
||||
worn_state = "cargoj"
|
||||
item_state_slots = list(slot_r_hand_str = "cargo", slot_l_hand_str = "cargo")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech/jeans/female
|
||||
name = "cargo technician's jumpjeans"
|
||||
desc = "Jeeeaaans! They're comfy!"
|
||||
icon_state = "cargojf"
|
||||
worn_state = "cargojf"
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
desc = "It's a black jumpsuit, often worn by religious folk."
|
||||
name = "chaplain's jumpsuit"
|
||||
icon_state = "chaplain"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "chapblack"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/chef
|
||||
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
|
||||
name = "chef's uniform"
|
||||
icon_state = "chef"
|
||||
item_state = "w_suit"
|
||||
worn_state = "chef"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/clown
|
||||
name = "clown suit"
|
||||
desc = "<i>'HONK!'</i>"
|
||||
icon_state = "clown"
|
||||
item_state = "clown"
|
||||
worn_state = "clown"
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_personnel
|
||||
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
|
||||
name = "head of personnel's jumpsuit"
|
||||
icon_state = "hop"
|
||||
item_state = "b_suit"
|
||||
worn_state = "hop"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_personnel_whimsy
|
||||
desc = "A blue jacket and red tie, with matching red cuffs! Snazzy. Wearing this makes you feel more important than your job title does."
|
||||
name = "head of personnel's suit"
|
||||
icon_state = "hopwhimsy"
|
||||
item_state = "b_suit"
|
||||
worn_state = "hopwhimsy"
|
||||
item_state_slots = list(slot_r_hand_str = "hop", slot_l_hand_str = "hop")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/hydroponics
|
||||
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
|
||||
name = "botanist's jumpsuit"
|
||||
icon_state = "hydroponics"
|
||||
item_state = "g_suit"
|
||||
worn_state = "hydroponics"
|
||||
item_state_slots = list(slot_r_hand_str = "green", slot_l_hand_str = "green")
|
||||
permeability_coefficient = 0.50
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -112,8 +93,7 @@
|
||||
desc = "The plain, professional attire of an Internal Affairs Agent. The collar is <i>immaculately</i> starched."
|
||||
name = "Internal Affairs uniform"
|
||||
icon_state = "internalaffairs"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "internalaffairs"
|
||||
item_state_slots = list(slot_r_hand_str = "ba_suit", slot_l_hand_str = "ba_suit")
|
||||
rolled_sleeves = 0
|
||||
starting_accessories = list(/obj/item/clothing/accessory/black)
|
||||
|
||||
@@ -121,8 +101,6 @@
|
||||
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
|
||||
name = "janitor's jumpsuit"
|
||||
icon_state = "janitor"
|
||||
worn_state = "janitor"
|
||||
item_state = "janitor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -133,66 +111,51 @@
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
name = "black Lawyer suit"
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
worn_state = "lawyer_black"
|
||||
|
||||
/obj/item/clothing/under/lawyer/female
|
||||
name = "black Lawyer suit"
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "lawyer_black"
|
||||
worn_state = "black_suit_fem"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
name = "red Lawyer suit"
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
worn_state = "lawyer_red"
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
name = "blue Lawyer suit"
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
worn_state = "lawyer_blue"
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit
|
||||
name = "Blue Suit"
|
||||
desc = "A classy suit."
|
||||
icon_state = "bluesuit"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "bluesuit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red)
|
||||
|
||||
/obj/item/clothing/under/lawyer/purpsuit
|
||||
name = "Purple Suit"
|
||||
icon_state = "lawyer_purp"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "lawyer_purp"
|
||||
item_state_slots = list(slot_r_hand_str = "purple", slot_l_hand_str = "purple")
|
||||
|
||||
/obj/item/clothing/under/lawyer/oldman
|
||||
name = "Old Man's Suit"
|
||||
desc = "A classic suit for the older gentleman with built in back support."
|
||||
icon_state = "oldman"
|
||||
item_state = "johnny"
|
||||
worn_state = "oldman"
|
||||
item_state_slots = list(slot_r_hand_str = "johnny", slot_l_hand_str = "johnny")
|
||||
|
||||
/obj/item/clothing/under/librarian
|
||||
name = "sensible suit"
|
||||
desc = "It's very... sensible."
|
||||
icon_state = "red_suit"
|
||||
item_state = "lawyer_red"
|
||||
worn_state = "red_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_red", slot_l_hand_str = "lawyer_red")
|
||||
|
||||
/obj/item/clothing/under/mime
|
||||
name = "mime's outfit"
|
||||
desc = "It's not very colourful."
|
||||
icon_state = "mime"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "mime"
|
||||
|
||||
/obj/item/clothing/under/rank/miner
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
icon_state = "miner"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "miner"
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -2,9 +2,7 @@
|
||||
/obj/item/clothing/under/rank/chief_engineer
|
||||
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's jumpsuit"
|
||||
icon_state = "chiefengineer"
|
||||
item_state = "g_suit"
|
||||
worn_state = "chief"
|
||||
icon_state = "chief"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -12,16 +10,12 @@
|
||||
desc = "It's a jumpsuit worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpsuit"
|
||||
icon_state = "atmos"
|
||||
item_state = "atmos_suit"
|
||||
worn_state = "atmos"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's jumpsuit"
|
||||
icon_state = "engine"
|
||||
item_state = "engi_suit"
|
||||
worn_state = "engine"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -29,6 +23,4 @@
|
||||
desc = "It's a slimming black jumpsuit with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpsuit"
|
||||
icon_state = "robotics"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "robotics"
|
||||
rolled_sleeves = 0
|
||||
@@ -5,24 +5,19 @@
|
||||
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
|
||||
name = "research director's jumpsuit"
|
||||
icon_state = "director"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "director"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/research_director/rdalt
|
||||
desc = "A dress suit and slacks stained with hard work and dedication to science. Perhaps other things as well, but mostly hard work and dedication."
|
||||
name = "head researcher uniform"
|
||||
icon_state = "rdalt"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "rdalt"
|
||||
item_state_slots = list(slot_r_hand_str = "director", slot_l_hand_str = "director")
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/research_director/dress_rd
|
||||
name = "research director dress uniform"
|
||||
desc = "Feminine fashion for the style concious RD. Its fabric provides minor protection from biological contaminants."
|
||||
icon_state = "dress_rd"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "dress_rd"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
@@ -30,8 +25,7 @@
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "science"
|
||||
item_state = "w_suit"
|
||||
worn_state = "sciencewhite"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -40,8 +34,7 @@
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemistry"
|
||||
item_state = "w_suit"
|
||||
worn_state = "chemistrywhite"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -53,8 +46,7 @@
|
||||
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpsuit"
|
||||
icon_state = "cmo"
|
||||
item_state = "w_suit"
|
||||
worn_state = "cmo"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -63,8 +55,7 @@
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics"
|
||||
item_state = "w_suit"
|
||||
worn_state = "geneticswhite"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -73,8 +64,7 @@
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
name = "virologist's jumpsuit"
|
||||
icon_state = "virology"
|
||||
item_state = "w_suit"
|
||||
worn_state = "virologywhite"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -83,8 +73,6 @@
|
||||
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "nurse's suit"
|
||||
icon_state = "nursesuit"
|
||||
item_state = "nursesuit"
|
||||
worn_state = "nursesuit"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
@@ -94,8 +82,7 @@
|
||||
desc = "A dress commonly worn by the nursing staff in the medical department."
|
||||
name = "nurse's dress"
|
||||
icon_state = "nurse"
|
||||
item_state = "nursesuit"
|
||||
worn_state = "nurse"
|
||||
item_state_slots = list(slot_r_hand_str = "nursesuit", slot_l_hand_str = "nursesuit")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
@@ -105,8 +92,7 @@
|
||||
desc = "A white suit to be worn by medical attendants."
|
||||
name = "orderly's uniform"
|
||||
icon_state = "orderly"
|
||||
item_state = "nursesuit"
|
||||
worn_state = "orderly"
|
||||
item_state_slots = list(slot_r_hand_str = "nursesuit", slot_l_hand_str = "nursesuit")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -115,8 +101,7 @@
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
name = "medical doctor's jumpsuit"
|
||||
icon_state = "medical"
|
||||
item_state = "w_suit"
|
||||
worn_state = "medical"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -125,7 +110,7 @@
|
||||
name = "short sleeve medical jumpsuit"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one has a cross on the chest denoting that the wearer is trained medical personnel."
|
||||
icon_state = "medical_short"
|
||||
item_state = "medical_short"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
rolled_sleeves = -1
|
||||
|
||||
@@ -133,58 +118,50 @@
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
|
||||
icon_state = "scrubsblue"
|
||||
item_state = "b_suit"
|
||||
worn_state = "scrubsblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/medical/green
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
|
||||
icon_state = "scrubsgreen"
|
||||
item_state = "g_suit"
|
||||
worn_state = "scrubsgreen"
|
||||
item_state_slots = list(slot_r_hand_str = "green", slot_l_hand_str = "green")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/medical/purple
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
|
||||
icon_state = "scrubspurple"
|
||||
item_state = "p_suit"
|
||||
worn_state = "scrubspurple"
|
||||
item_state_slots = list(slot_r_hand_str = "purple", slot_l_hand_str = "purple")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/medical/black
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in black."
|
||||
icon_state = "scrubsblack"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "scrubsblack"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/medical/navyblue
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in navy blue."
|
||||
icon_state = "scrubsnavyblue"
|
||||
item_state = "b_suit"
|
||||
worn_state = "scrubsnavyblue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/under/rank/psych
|
||||
desc = "A basic white jumpsuit. It has turqouise markings that denote the wearer as a psychiatrist."
|
||||
name = "psychiatrist's jumpsuit"
|
||||
icon_state = "psych"
|
||||
item_state = "w_suit"
|
||||
worn_state = "psych"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
|
||||
/obj/item/clothing/under/rank/psych/turtleneck
|
||||
desc = "A turqouise turtleneck and a pair of dark blue slacks, belonging to a psychologist."
|
||||
name = "psychologist's turtleneck"
|
||||
icon_state = "psychturtle"
|
||||
item_state = "b_suit"
|
||||
worn_state = "psychturtle"
|
||||
item_state_slots = list(slot_r_hand_str = "psyche", slot_l_hand_str = "psyche")
|
||||
rolled_sleeves = 0
|
||||
|
||||
|
||||
/*
|
||||
* Medsci, unused (i think) stuff
|
||||
*/
|
||||
@@ -192,8 +169,7 @@
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "geneticist's jumpsuit"
|
||||
icon_state = "genetics_new"
|
||||
item_state = "w_suit"
|
||||
worn_state = "genetics_new"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -202,8 +178,7 @@
|
||||
desc = "It's made of a special fiber which provides minor protection against biohazards."
|
||||
name = "chemist's jumpsuit"
|
||||
icon_state = "chemist_new"
|
||||
item_state = "w_suit"
|
||||
worn_state = "chemist_new"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -212,8 +187,7 @@
|
||||
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
|
||||
name = "scientist's jumpsuit"
|
||||
icon_state = "scientist_new"
|
||||
item_state = "w_suit"
|
||||
worn_state = "scientist_new"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -222,8 +196,7 @@
|
||||
desc = "Made of a special fiber that gives increased protection against biohazards."
|
||||
name = "virologist's jumpsuit"
|
||||
icon_state = "virologist_new"
|
||||
item_state = "w_suit"
|
||||
worn_state = "virologist_new"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
rolled_sleeves = 0
|
||||
@@ -12,24 +12,16 @@
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
|
||||
name = "warden's jumpsuit"
|
||||
icon_state = "warden"
|
||||
item_state = "r_suit"
|
||||
worn_state = "warden"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/warden
|
||||
name = "warden's hat"
|
||||
desc = "It's a special helmet issued to the Warden of a securiy force."
|
||||
icon_state = "policehelm"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/under/rank/security
|
||||
name = "security officer's jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
|
||||
icon_state = "security"
|
||||
item_state = "r_suit"
|
||||
worn_state = "secred"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
rolled_sleeves = 0
|
||||
@@ -38,8 +30,7 @@
|
||||
name = "dispatcher's uniform"
|
||||
desc = "A dress shirt and khakis with a security patch sewn on."
|
||||
icon_state = "dispatch"
|
||||
//item_state = "dispatch"
|
||||
worn_state = "dispatch"
|
||||
item_state_slots = list(slot_r_hand_str = "detective", slot_l_hand_str = "detective")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
siemens_coefficient = 0.9
|
||||
@@ -48,30 +39,26 @@
|
||||
name = "security officer's uniform"
|
||||
desc = "It's made of a slightly sturdier material, to allow for robust protection."
|
||||
icon_state = "redshirt2"
|
||||
item_state = "r_suit"
|
||||
worn_state = "redshirt2"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/security/corp
|
||||
icon_state = "sec_corporate"
|
||||
//item_state = "sec_corporate"
|
||||
worn_state = "sec_corporate"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/warden/corp
|
||||
icon_state = "warden_corporate"
|
||||
//item_state = "warden_corporate"
|
||||
worn_state = "warden_corporate"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/tactical
|
||||
name = "tactical jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
|
||||
icon_state = "swatunder"
|
||||
//item_state = "swatunder"
|
||||
worn_state = "swatunder"
|
||||
item_state_slots = list(slot_r_hand_str = "green", slot_l_hand_str = "green")
|
||||
armor = list(melee = 10, bullet = 5, laser = 5,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
rolled_sleeves = -1
|
||||
@@ -83,8 +70,6 @@
|
||||
name = "detective's suit"
|
||||
desc = "A rumpled white dress shirt paired with well-worn grey slacks."
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
worn_state = "detective"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
rolled_sleeves = 0
|
||||
@@ -103,53 +88,29 @@
|
||||
*/
|
||||
/obj/item/clothing/under/det/grey
|
||||
icon_state = "detective2"
|
||||
worn_state = "detective2"
|
||||
desc = "A serious-looking tan dress shirt paired with freshly-pressed black slacks."
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red_long)
|
||||
|
||||
/obj/item/clothing/under/det/black
|
||||
icon_state = "detective3"
|
||||
worn_state = "detective3"
|
||||
item_state = "sl_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "sl_suit", slot_l_hand_str = "sl_suit")
|
||||
desc = "An immaculate white dress shirt, paired with a pair of dark grey dress pants, a red tie, and a charcoal vest."
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red_long, /obj/item/clothing/accessory/vest)
|
||||
|
||||
/obj/item/clothing/under/det/corporate
|
||||
name = "detective's jumpsuit"
|
||||
icon_state = "det_corporate"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "det_corporate"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
desc = "A more modern uniform for corporate investigators."
|
||||
|
||||
/obj/item/clothing/under/det/waistcoat
|
||||
icon_state = "detective_waistcoat"
|
||||
worn_state = "detective_waistcoat"
|
||||
desc = "A rumpled white dress shirt paired with well-worn grey slacks, complete with a blue striped tie, faux-gold tie clip, and waistcoat."
|
||||
|
||||
/obj/item/clothing/under/det/grey/waistcoat
|
||||
icon_state = "detective2_waistcoat"
|
||||
worn_state = "detective2_waistcoat"
|
||||
desc = "A serious-looking tan dress shirt paired with freshly-pressed black slacks, complete with a red striped tie and waistcoat."
|
||||
|
||||
|
||||
/obj/item/clothing/head/det
|
||||
name = "fedora"
|
||||
desc = "A brown fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
|
||||
icon_state = "detective"
|
||||
item_state_slots = list(
|
||||
slot_l_hand_str = "det_hat",
|
||||
slot_r_hand_str = "det_hat",
|
||||
)
|
||||
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
|
||||
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/head/det/grey
|
||||
icon_state = "detective2"
|
||||
desc = "A grey fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
|
||||
|
||||
|
||||
/*
|
||||
* Head of Security
|
||||
*/
|
||||
@@ -157,83 +118,44 @@
|
||||
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's jumpsuit"
|
||||
icon_state = "hos"
|
||||
item_state = "r_suit"
|
||||
worn_state = "hosred"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.8
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security/corp
|
||||
icon_state = "hos_corporate"
|
||||
//item_state = "hos_corporate"
|
||||
worn_state = "hos_corporate"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/HoS
|
||||
name = "Head of Security Hat"
|
||||
desc = "The hat of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap"
|
||||
body_parts_covered = 0
|
||||
siemens_coefficient = 0.8
|
||||
|
||||
/obj/item/clothing/head/helmet/HoS/dermal
|
||||
name = "Dermal Armour Patch"
|
||||
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
|
||||
icon_state = "dermal"
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
/obj/item/clothing/suit/armor/hos
|
||||
name = "armored coat"
|
||||
desc = "A greatcoat enhanced with a special alloy for some protection and style."
|
||||
icon_state = "hos"
|
||||
item_state = "hos"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
//Jensen cosplay gear
|
||||
/obj/item/clothing/under/rank/head_of_security/jensen
|
||||
desc = "You never asked for anything that stylish."
|
||||
name = "head of security's jumpsuit"
|
||||
icon_state = "jensen"
|
||||
item_state = "jensen"
|
||||
worn_state = "jensen"
|
||||
siemens_coefficient = 0.6
|
||||
rolled_sleeves = -1
|
||||
|
||||
/obj/item/clothing/suit/armor/hos/jensen
|
||||
name = "armored trenchcoat"
|
||||
desc = "A trenchcoat augmented with a special alloy for some protection and style."
|
||||
icon_state = "hostrench"
|
||||
item_state = "hostrench"
|
||||
flags_inv = 0
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
/*
|
||||
* Navy uniforms
|
||||
*/
|
||||
|
||||
/obj/item/clothing/under/rank/security/navyblue
|
||||
name = "security officer's uniform"
|
||||
desc = "The latest in fashionable security outfits."
|
||||
icon_state = "officerblueclothes"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "officerblueclothes"
|
||||
item_state_slots = list(slot_r_hand_str = "ba_suit", slot_l_hand_str = "ba_suit")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security/navyblue
|
||||
desc = "The insignia on this uniform tells you that this uniform belongs to the Head of Security."
|
||||
name = "head of security's uniform"
|
||||
icon_state = "hosblueclothes"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "hosblueclothes"
|
||||
item_state_slots = list(slot_r_hand_str = "ba_suit", slot_l_hand_str = "ba_suit")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/rank/warden/navyblue
|
||||
desc = "The insignia on this uniform tells you that this uniform belongs to the Warden."
|
||||
name = "warden's uniform"
|
||||
icon_state = "wardenblueclothes"
|
||||
item_state = "ba_suit"
|
||||
worn_state = "wardenblueclothes"
|
||||
item_state_slots = list(slot_r_hand_str = "ba_suit", slot_l_hand_str = "ba_suit")
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -2,60 +2,57 @@
|
||||
name = "red pj's"
|
||||
desc = "Sleepwear."
|
||||
icon_state = "red_pyjamas"
|
||||
worn_state = "red_pyjamas"
|
||||
item_state = "w_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
|
||||
/obj/item/clothing/under/pj/blue
|
||||
name = "blue pj's"
|
||||
desc = "Sleepwear."
|
||||
icon_state = "blue_pyjamas"
|
||||
worn_state = "blue_pyjamas"
|
||||
item_state = "w_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
|
||||
|
||||
/obj/item/clothing/under/captain_fly
|
||||
name = "rogue's uniform"
|
||||
desc = "For the man who doesn't care because he's still free."
|
||||
icon_state = "captain_fly"
|
||||
item_state = "r_suit"
|
||||
worn_state = "captain_fly"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/under/scratch
|
||||
name = "white suit"
|
||||
desc = "A white suit, suitable for an excellent host"
|
||||
icon_state = "scratch"
|
||||
item_state = "scratch"
|
||||
worn_state = "scratch"
|
||||
|
||||
/obj/item/clothing/under/sl_suit
|
||||
desc = "It's a very amish looking suit."
|
||||
name = "amish suit"
|
||||
icon_state = "sl_suit"
|
||||
worn_state = "sl_suit"
|
||||
item_state = "sl_suit"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/waiter
|
||||
name = "waiter's outfit"
|
||||
desc = "It's a very smart uniform with a special pocket for tip."
|
||||
icon_state = "waiter"
|
||||
item_state = "waiter"
|
||||
worn_state = "waiter"
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/customs
|
||||
name = "customs uniform"
|
||||
desc = "A standard SolGov customs uniform. Complete with epaulettes."
|
||||
icon_state = "cu_suit"
|
||||
|
||||
/obj/item/clothing/under/customs/khaki
|
||||
icon_state = "cu_suit_kh"
|
||||
|
||||
/obj/item/clothing/under/rank/mailman
|
||||
name = "mailman's jumpsuit"
|
||||
desc = "<i>'Special delivery!'</i>"
|
||||
icon_state = "mailman"
|
||||
item_state = "b_suit"
|
||||
worn_state = "mailman"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/sexyclown
|
||||
name = "sexy-clown suit"
|
||||
desc = "It makes you look HONKable!"
|
||||
icon_state = "sexyclown"
|
||||
item_state = "clown"
|
||||
worn_state = "sexyclown"
|
||||
item_state_slots = list(slot_r_hand_str = "clown", slot_l_hand_str = "clown")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
rolled_sleeves = -1 //Please never
|
||||
|
||||
@@ -63,47 +60,48 @@
|
||||
name = "vice officer's jumpsuit"
|
||||
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
|
||||
icon_state = "vice"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "vice"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
|
||||
//This set of uniforms looks fairly fancy and is generally used for high-ranking NT personnel from what I've seen, so lets give them appropriate ranks.
|
||||
/obj/item/clothing/under/rank/centcom
|
||||
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Captain.\""
|
||||
name = "\improper Officer's Dress Uniform"
|
||||
icon_state = "officer"
|
||||
item_state = "lawyer_black"
|
||||
worn_state = "officer"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
displays_id = 0
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_officer
|
||||
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Admiral.\""
|
||||
name = "\improper Officer's Dress Uniform"
|
||||
icon_state = "officer"
|
||||
item_state = "lawyer_black"
|
||||
worn_state = "officer"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
displays_id = 0
|
||||
|
||||
/obj/item/clothing/under/rank/centcom_captain
|
||||
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Admiral-Executive.\""
|
||||
name = "\improper Officer's Dress Uniform"
|
||||
icon_state = "centcom"
|
||||
item_state = "lawyer_black"
|
||||
worn_state = "centcom"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
displays_id = 0
|
||||
|
||||
/obj/item/clothing/under/ert
|
||||
name = "ERT tactical uniform"
|
||||
desc = "A short-sleeved black uniform, paired with grey digital-camo cargo pants. It looks very tactical."
|
||||
icon_state = "ert_uniform"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "ert_uniform"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
|
||||
/obj/item/clothing/under/gov
|
||||
desc = "A neat proper uniform of someone on offical business. The plain, professional attire of an Internal Affairs Agent. The collar is <i>immaculately</i> starched."
|
||||
name = "Green formal uniform"
|
||||
icon_state = "greensuit"
|
||||
item_state_slots = list(slot_r_hand_str = "centcom", slot_l_hand_str = "centcom")
|
||||
rolled_sleeves = 0
|
||||
starting_accessories = list(/obj/item/clothing/accessory/darkgreen)
|
||||
|
||||
/obj/item/clothing/under/space
|
||||
name = "\improper NASA jumpsuit"
|
||||
desc = "It has a NASA logo on it and is made of space-proofed materials."
|
||||
icon_state = "black"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "black"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.02
|
||||
@@ -115,8 +113,7 @@
|
||||
/obj/item/clothing/under/acj
|
||||
name = "administrative cybernetic jumpsuit"
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "syndicate"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
desc = "it's a cybernetically enhanced jumpsuit used for administrative duties."
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
@@ -130,138 +127,110 @@
|
||||
name = "owl uniform"
|
||||
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
|
||||
icon_state = "owl"
|
||||
worn_state = "owl"
|
||||
item_state = "owl"
|
||||
|
||||
/obj/item/clothing/under/johnny
|
||||
name = "johnny~~ jumpsuit"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
worn_state = "johnny"
|
||||
item_state = "johnny"
|
||||
|
||||
/obj/item/clothing/under/color/rainbow
|
||||
name = "rainbow jumpsuit"
|
||||
desc = "A multi-colored jumpsuit."
|
||||
icon_state = "rainbow"
|
||||
item_state = "rainbow"
|
||||
worn_state = "rainbow"
|
||||
|
||||
/obj/item/clothing/under/cloud
|
||||
name = "cloud"
|
||||
desc = "cloud"
|
||||
icon_state = "cloud"
|
||||
worn_state = "cloud"
|
||||
|
||||
/obj/item/clothing/under/psysuit
|
||||
name = "dark undersuit"
|
||||
desc = "A thick, layered grey undersuit lined with power cables. Feels a little like wearing an electrical storm."
|
||||
icon_state = "psysuit"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "psysuit"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/under/gentlesuit
|
||||
name = "gentlemans suit"
|
||||
desc = "A silk black shirt with a white tie and a matching gray vest and slacks. Feels proper."
|
||||
icon_state = "gentlesuit"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "gentlesuit"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/gimmick/rank/captain/suit
|
||||
name = "captain's suit"
|
||||
desc = "A green suit and yellow necktie. Exemplifies authority."
|
||||
icon_state = "green_suit"
|
||||
item_state = "dg_suit"
|
||||
worn_state = "green_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "centcom", slot_l_hand_str = "centcom")
|
||||
|
||||
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
|
||||
name = "head of personnel's suit"
|
||||
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
|
||||
icon_state = "teal_suit"
|
||||
item_state = "g_suit"
|
||||
worn_state = "teal_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "green", slot_l_hand_str = "green")
|
||||
|
||||
/obj/item/clothing/under/suit_jacket
|
||||
name = "black suit"
|
||||
desc = "A black suit and red tie. Very formal."
|
||||
icon_state = "black_suit"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "black_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/really_black
|
||||
name = "executive suit"
|
||||
desc = "A formal black suit and red tie, intended for the station's finest."
|
||||
icon_state = "really_black_suit"
|
||||
item_state = "jensensuit"
|
||||
worn_state = "black_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/female
|
||||
name = "executive suit"
|
||||
desc = "A formal trouser suit for women, intended for the station's finest."
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "lawyer_black"
|
||||
worn_state = "black_suit_fem"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/red
|
||||
name = "red suit"
|
||||
desc = "A red suit and blue tie. Somewhat formal."
|
||||
icon_state = "red_suit"
|
||||
item_state = "r_suit"
|
||||
worn_state = "red_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_red", slot_l_hand_str = "lawyer_red")
|
||||
|
||||
/obj/item/clothing/under/schoolgirl
|
||||
name = "schoolgirl uniform"
|
||||
desc = "It's just like one of my Japanese animes!"
|
||||
icon_state = "schoolgirl"
|
||||
item_state = "b_suit"
|
||||
worn_state = "schoolgirl"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
/obj/item/clothing/under/overalls
|
||||
name = "laborer's overalls"
|
||||
desc = "A set of durable overalls for getting the job done."
|
||||
icon_state = "overalls"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "overalls"
|
||||
item_state_slots = list(slot_r_hand_str = "cargo", slot_l_hand_str = "cargo")
|
||||
|
||||
/obj/item/clothing/under/pirate
|
||||
name = "pirate outfit"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "sl_suit"
|
||||
worn_state = "pirate"
|
||||
item_state_slots = list(slot_r_hand_str = "sl_suit", slot_l_hand_str = "sl_suit")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
/obj/item/clothing/under/soviet
|
||||
name = "soviet uniform"
|
||||
desc = "For the Motherland!"
|
||||
icon_state = "soviet"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "soviet"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
|
||||
/obj/item/clothing/under/redcoat
|
||||
name = "redcoat uniform"
|
||||
desc = "Looks old."
|
||||
icon_state = "redcoat"
|
||||
item_state = "r_suit"
|
||||
worn_state = "redcoat"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/under/kilt
|
||||
name = "kilt"
|
||||
desc = "Includes shoes and plaid"
|
||||
icon_state = "kilt"
|
||||
item_state = "kilt"
|
||||
worn_state = "kilt"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
|
||||
|
||||
/obj/item/clothing/under/sexymime
|
||||
name = "sexy mime outfit"
|
||||
desc = "The only time when you DON'T enjoy looking at someone's rack."
|
||||
icon_state = "sexymime"
|
||||
item_state = "w_suit"
|
||||
worn_state = "sexymime"
|
||||
item_state_slots = list(slot_r_hand_str = "mime", slot_l_hand_str = "mime")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
rolled_sleeves = -1 //Please never
|
||||
|
||||
@@ -269,11 +238,12 @@
|
||||
name = "gladiator uniform"
|
||||
desc = "Are you not entertained? Is that not why you are here?"
|
||||
icon_state = "gladiator"
|
||||
item_state = "o_suit"
|
||||
worn_state = "gladiator"
|
||||
item_state_slots = list(slot_r_hand_str = "yellow", slot_l_hand_str = "yellow")
|
||||
body_parts_covered = LOWER_TORSO
|
||||
|
||||
//dress
|
||||
/*
|
||||
* dress
|
||||
*/
|
||||
/obj/item/clothing/under/dress
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
@@ -281,119 +251,90 @@
|
||||
name = "black tango dress"
|
||||
desc = "Filled with Latin fire."
|
||||
icon_state = "black_tango"
|
||||
item_state = "black_tango"
|
||||
worn_state = "black_tango"
|
||||
|
||||
/obj/item/clothing/under/dress/blacktango/alt
|
||||
name = "black tango dress"
|
||||
desc = "Filled with Latin fire."
|
||||
icon_state = "black_tango_alt"
|
||||
item_state = "black_tango_alt"
|
||||
worn_state = "black_tango_alt"
|
||||
item_state_slots = list(slot_r_hand_str = "black_tango", slot_l_hand_str = "black_tango")
|
||||
|
||||
/obj/item/clothing/under/dress/stripeddress
|
||||
name = "striped dress"
|
||||
desc = "Fashion in space."
|
||||
icon_state = "striped_dress"
|
||||
item_state = "striped_dress"
|
||||
worn_state = "striped_dress"
|
||||
|
||||
/obj/item/clothing/under/dress/sailordress
|
||||
name = "sailor dress"
|
||||
desc = "Formal wear for a leading lady."
|
||||
icon_state = "sailor_dress"
|
||||
item_state = "sailor_dress"
|
||||
worn_state = "sailor_dress"
|
||||
|
||||
/obj/item/clothing/under/dress/redeveninggown
|
||||
name = "red evening gown"
|
||||
desc = "Fancy dress for space bar singers."
|
||||
icon_state = "red_evening_gown"
|
||||
item_state = "red_evening_gown"
|
||||
worn_state = "red_evening_gown"
|
||||
|
||||
/obj/item/clothing/under/dress/maid
|
||||
name = "maid costume"
|
||||
desc = "Maid in China."
|
||||
icon_state = "maid"
|
||||
item_state = "maid"
|
||||
worn_state = "maid"
|
||||
|
||||
/obj/item/clothing/under/dress/janimaid
|
||||
name = "maid uniform"
|
||||
desc = "A simple maid uniform for housekeeping."
|
||||
icon_state = "janimaid"
|
||||
item_state = "janimaid"
|
||||
worn_state = "janimaid"
|
||||
|
||||
/obj/item/clothing/under/dress/dress_fire
|
||||
name = "flame dress"
|
||||
desc = "A small black dress with blue flames print on it."
|
||||
icon_state = "dress_fire"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "dress_fire"
|
||||
|
||||
/obj/item/clothing/under/dress/dress_green
|
||||
name = "green dress"
|
||||
desc = "A simple, tight fitting green dress."
|
||||
icon_state = "dress_green"
|
||||
item_state = "g_suit"
|
||||
worn_state = "dress_green"
|
||||
|
||||
/obj/item/clothing/under/dress/dress_orange
|
||||
name = "orange dress"
|
||||
desc = "A fancy orange gown for those who like to show leg."
|
||||
icon_state = "dress_orange"
|
||||
item_state = "y_suit"
|
||||
worn_state = "dress_orange"
|
||||
|
||||
/obj/item/clothing/under/dress/dress_pink
|
||||
name = "pink dress"
|
||||
desc = "A simple, tight fitting pink dress."
|
||||
icon_state = "dress_pink"
|
||||
item_state = "p_suit"
|
||||
worn_state = "dress_pink"
|
||||
|
||||
/obj/item/clothing/under/dress/dress_yellow
|
||||
name = "yellow dress"
|
||||
desc = "A flirty, little yellow dress."
|
||||
icon_state = "dress_yellow"
|
||||
item_state = "y_suit"
|
||||
worn_state = "dress_yellow"
|
||||
|
||||
/obj/item/clothing/under/dress/dress_saloon
|
||||
name = "saloon girl dress"
|
||||
desc = "A old western inspired gown for the girl who likes to drink."
|
||||
icon_state = "dress_saloon"
|
||||
item_state = "p_suit"
|
||||
worn_state = "dress_saloon"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "dress_white", slot_l_hand_str = "dress_white")
|
||||
|
||||
/obj/item/clothing/under/dress/dress_cap
|
||||
name = "captain's dress uniform"
|
||||
desc = "Feminine fashion for the style concious captain."
|
||||
icon_state = "dress_cap"
|
||||
item_state = "b_suit"
|
||||
worn_state = "dress_cap"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/dress/dress_hop
|
||||
name = "head of personnel dress uniform"
|
||||
desc = "Feminine fashion for the style concious HoP."
|
||||
icon_state = "dress_hop"
|
||||
item_state = "b_suit"
|
||||
worn_state = "dress_hop"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/dress/dress_hr
|
||||
name = "human resources director uniform"
|
||||
desc = "Superior class for the nosy H.R. Director."
|
||||
icon_state = "huresource"
|
||||
item_state = "y_suit"
|
||||
worn_state = "huresource"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
//wedding stuff
|
||||
/*
|
||||
* wedding stuff
|
||||
*/
|
||||
/obj/item/clothing/under/wedding/
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
@@ -401,40 +342,30 @@
|
||||
name = "orange wedding dress"
|
||||
desc = "A big and puffy orange dress."
|
||||
icon_state = "bride_orange"
|
||||
item_state = "y_suit"
|
||||
worn_state = "bride_orange"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/wedding/bride_purple
|
||||
name = "purple wedding dress"
|
||||
desc = "A big and puffy purple dress."
|
||||
icon_state = "bride_purple"
|
||||
item_state = "p_suit"
|
||||
worn_state = "bride_purple"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/wedding/bride_blue
|
||||
name = "blue wedding dress"
|
||||
desc = "A big and puffy blue dress."
|
||||
icon_state = "bride_blue"
|
||||
item_state = "b_suit"
|
||||
worn_state = "bride_blue"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/wedding/bride_red
|
||||
name = "red wedding dress"
|
||||
desc = "A big and puffy red dress."
|
||||
icon_state = "bride_red"
|
||||
item_state = "r_suit"
|
||||
worn_state = "bride_red"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/wedding/bride_white
|
||||
name = "silky wedding dress"
|
||||
desc = "A white wedding gown made from the finest silk."
|
||||
icon_state = "bride_white"
|
||||
item_state = "nursesuit"
|
||||
worn_state = "bride_white"
|
||||
flags_inv = HIDESHOES
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
@@ -442,206 +373,242 @@
|
||||
name = "sundress"
|
||||
desc = "Makes you want to frolic in a field of daisies."
|
||||
icon_state = "sundress"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "sundress"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
/obj/item/clothing/under/sundress_white
|
||||
name = "white sundress"
|
||||
desc = "A white sundress decorated with purple lilies."
|
||||
icon_state = "sundress_white"
|
||||
item_state = "sundress_white"
|
||||
worn_state = "sundress_white"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
|
||||
/obj/item/clothing/under/captainformal
|
||||
name = "captain's formal uniform"
|
||||
desc = "A captain's formal-wear, for special occasions."
|
||||
icon_state = "captain_formal"
|
||||
item_state = "b_suit"
|
||||
worn_state = "captain_formal"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue")
|
||||
|
||||
/obj/item/clothing/under/hosformalmale
|
||||
name = "head of security's formal uniform"
|
||||
desc = "A male head of security's formal-wear, for special occasions."
|
||||
icon_state = "hos_formal_male"
|
||||
item_state = "r_suit"
|
||||
worn_state = "hos_formal_male"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_red", slot_l_hand_str = "lawyer_red")
|
||||
|
||||
/obj/item/clothing/under/hosformalfem
|
||||
name = "head of security's formal uniform"
|
||||
desc = "A female head of security's formal-wear, for special occasions."
|
||||
icon_state = "hos_formal_fem"
|
||||
item_state = "r_suit"
|
||||
worn_state = "hos_formal_fem"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_red", slot_l_hand_str = "lawyer_red")
|
||||
|
||||
/obj/item/clothing/under/assistantformal
|
||||
name = "assistant's formal uniform"
|
||||
desc = "An assistant's formal-wear. Why an assistant needs formal-wear is still unknown."
|
||||
icon_state = "assistant_formal"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "assistant_formal"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/charcoal
|
||||
name = "charcoal suit"
|
||||
desc = "A charcoal suit and red tie. Very professional."
|
||||
icon_state = "charcoal_suit"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "charcoal_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/navy, /obj/item/clothing/accessory/charcoal_jacket)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/navy
|
||||
name = "navy suit"
|
||||
desc = "A navy suit and red tie, intended for the station's finest."
|
||||
icon_state = "navy_suit"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "navy_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/red, /obj/item/clothing/accessory/navy_jacket)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/burgundy
|
||||
name = "burgundy suit"
|
||||
desc = "A burgundy suit and black tie. Somewhat formal."
|
||||
icon_state = "burgundy_suit"
|
||||
item_state = "r_suit"
|
||||
worn_state = "burgundy_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_red", slot_l_hand_str = "lawyer_red")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/black, /obj/item/clothing/accessory/burgundy_jacket)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/checkered
|
||||
name = "checkered suit"
|
||||
desc = "That's a very nice suit you have there. Shame if something were to happen to it, eh?"
|
||||
icon_state = "checkered_suit"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "checkered_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_black", slot_l_hand_str = "lawyer_black")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/black, /obj/item/clothing/accessory/checkered_jacket)
|
||||
|
||||
/obj/item/clothing/under/suit_jacket/tan
|
||||
name = "tan suit"
|
||||
desc = "A tan suit. Smart, but casual."
|
||||
icon_state = "tan_suit"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "tan_suit"
|
||||
item_state_slots = list(slot_r_hand_str = "tan_suit", slot_l_hand_str = "tan_suit")
|
||||
starting_accessories = list(/obj/item/clothing/accessory/yellow, /obj/item/clothing/accessory/tan_jacket)
|
||||
|
||||
/obj/item/clothing/under/serviceoveralls
|
||||
name = "workman outfit"
|
||||
desc = "The very image of a working man. Not that you're probably doing work."
|
||||
icon_state = "mechanic"
|
||||
item_state = "lb_suit"
|
||||
worn_state = "mechanic"
|
||||
item_state_slots = list(slot_r_hand_str = "cargo", slot_l_hand_str = "cargo")
|
||||
rolled_sleeves = 0
|
||||
|
||||
/obj/item/clothing/under/cheongsam
|
||||
name = "white cheongsam"
|
||||
desc = "It is a white cheongsam dress."
|
||||
icon_state = "mai_yang"
|
||||
item_state = "mai_yang"
|
||||
worn_state = "mai_yang"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
/obj/item/clothing/under/cheongsam/red
|
||||
name = "red cheongsam"
|
||||
desc = "It is a red cheongsam dress."
|
||||
icon_state = "cheongsam-red"
|
||||
item_state = "cheongsam-red"
|
||||
worn_state = "cheongsam-red"
|
||||
|
||||
/obj/item/clothing/under/cheongsam/blue
|
||||
name = "blue cheongsam"
|
||||
desc = "It is a blue cheongsam dress."
|
||||
icon_state = "cheongsam-blue"
|
||||
item_state = "cheongsam-blue"
|
||||
worn_state = "cheongsam-blue"
|
||||
|
||||
/obj/item/clothing/under/cheongsam/black
|
||||
name = "black cheongsam"
|
||||
desc = "It is a black cheongsam dress."
|
||||
icon_state = "cheongsam-black"
|
||||
item_state = "cheongsam-black"
|
||||
worn_state = "cheongsam-black"
|
||||
|
||||
/obj/item/clothing/under/blazer
|
||||
name = "blue blazer"
|
||||
desc = "A bold but yet conservative outfit, red corduroys, navy blazer and a tie."
|
||||
icon_state = "blue_blazer"
|
||||
item_state = "blue_blazer"
|
||||
worn_state = "blue_blazer"
|
||||
item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue")
|
||||
|
||||
/obj/item/clothing/under/croptop
|
||||
name = "crop top"
|
||||
desc = "A shirt that has had the top cropped. This one is NT sponsored."
|
||||
icon_state = "croptop"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "croptop"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
|
||||
/obj/item/clothing/under/croptop/red
|
||||
name = "red crop top"
|
||||
desc = "A red shirt that has had the top cropped."
|
||||
icon_state = "croptop_red"
|
||||
item_state = "r_suit"
|
||||
worn_state = "croptop_red"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/under/croptop/grey
|
||||
name = "grey crop top"
|
||||
desc = "A grey shirt that has had the top cropped."
|
||||
icon_state = "croptop_grey"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "croptop_grey"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
|
||||
/obj/item/clothing/under/cuttop
|
||||
name = "grey cut top"
|
||||
desc = "A grey shirt that has had the top cut low."
|
||||
icon_state = "cuttop"
|
||||
item_state = "gy_suit"
|
||||
worn_state = "cuttop"
|
||||
item_state_slots = list(slot_r_hand_str = "grey", slot_l_hand_str = "grey")
|
||||
|
||||
/obj/item/clothing/under/cuttop/red
|
||||
name = "red cut top"
|
||||
desc = "A red shirt that has had the top cut low."
|
||||
icon_state = "cuttop_red"
|
||||
item_state = "r_suit"
|
||||
worn_state = "cuttop_red"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/under/harness
|
||||
name = "gear harness"
|
||||
desc = "How... minimalist."
|
||||
icon_state = "gear_harness"
|
||||
worn_state = "gear_harness"
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/under/dress/white
|
||||
name = "white wedding dress"
|
||||
desc = "A fancy white dress with a blue underdress."
|
||||
icon_state = "whitedress1"
|
||||
item_state = "whitedress1"
|
||||
worn_state = "whitedress1"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/dress/white2
|
||||
name = "long dress"
|
||||
desc = "A long dress."
|
||||
icon_state = "whitedress2"
|
||||
item_state = "whitedress2"
|
||||
worn_state = "whitedress2"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/dress/white3
|
||||
name = "short dress"
|
||||
desc = "A short, plain dress."
|
||||
icon_state = "whitedress3"
|
||||
item_state = "whitedress3"
|
||||
worn_state = "whitedress3"
|
||||
|
||||
/obj/item/clothing/under/dress/white4
|
||||
name = "long flared dress"
|
||||
desc = "A long white dress that flares out at the bottom."
|
||||
icon_state = "whitedress4"
|
||||
item_state = "whitedress4"
|
||||
worn_state = "whitedress4"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/dress/darkred
|
||||
name = "fancy dark red dress"
|
||||
desc = "A short, red dress with a black belt. Fancy."
|
||||
icon_state = "darkreddress"
|
||||
item_state = "darkreddress"
|
||||
worn_state = "darkreddress"
|
||||
|
||||
/*
|
||||
* swimsuit
|
||||
*/
|
||||
/obj/item/clothing/under/swimsuit/
|
||||
siemens_coefficient = 1
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/under/swimsuit/black
|
||||
name = "black swimsuit"
|
||||
desc = "An oldfashioned black swimsuit."
|
||||
icon_state = "swim_black"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/blue
|
||||
name = "blue swimsuit"
|
||||
desc = "An oldfashioned blue swimsuit."
|
||||
icon_state = "swim_blue"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/purple
|
||||
name = "purple swimsuit"
|
||||
desc = "An oldfashioned purple swimsuit."
|
||||
icon_state = "swim_purp"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/green
|
||||
name = "green swimsuit"
|
||||
desc = "An oldfashioned green swimsuit."
|
||||
icon_state = "swim_green"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/swimsuit/red
|
||||
name = "red swimsuit"
|
||||
desc = "An oldfashioned red swimsuit."
|
||||
icon_state = "swim_red"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/*
|
||||
* pyjamas
|
||||
*/
|
||||
/obj/item/clothing/under/bluepyjamas
|
||||
name = "blue pyjamas"
|
||||
desc = "Slightly old-fashioned sleepwear."
|
||||
icon_state = "blue_pyjamas"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/under/redpyjamas
|
||||
name = "red pyjamas"
|
||||
desc = "Slightly old-fashioned sleepwear."
|
||||
icon_state = "red_pyjamas"
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/under/stripper
|
||||
body_parts_covered = 0
|
||||
|
||||
/obj/item/clothing/under/stripper/stripper_pink
|
||||
name = "pink swimsuit"
|
||||
desc = "A rather skimpy pink swimsuit."
|
||||
icon_state = "stripper_p_under"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/stripper/stripper_green
|
||||
name = "green swimsuit"
|
||||
desc = "A rather skimpy green swimsuit."
|
||||
icon_state = "stripper_g_under"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/under/stripper/mankini
|
||||
name = "mankini"
|
||||
desc = "No honest man would wear this abomination"
|
||||
icon_state = "mankini"
|
||||
siemens_coefficient = 1
|
||||
@@ -1,3 +1,4 @@
|
||||
//these need item states -S2-
|
||||
/obj/item/clothing/under/pants
|
||||
name = "jeans"
|
||||
desc = "A nondescript pair of tough blue jeans."
|
||||
@@ -81,8 +82,9 @@
|
||||
desc = "A pair of woodland camouflage pants. Probably not the best choice for a space station."
|
||||
icon_state = "camopants"
|
||||
|
||||
//Baggy Pants//
|
||||
|
||||
/*
|
||||
* Baggy Pants
|
||||
*/
|
||||
/obj/item/clothing/under/pants/baggy
|
||||
name = "baggy jeans"
|
||||
desc = "A nondescript pair of tough baggy blue jeans."
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
//these need item states -S2-
|
||||
/obj/item/clothing/under/shorts
|
||||
name = "athletic shorts"
|
||||
desc = "95% Polyester, 5% Spandex!"
|
||||
@@ -7,99 +8,80 @@
|
||||
/obj/item/clothing/under/shorts/red
|
||||
name = "red athletic shorts"
|
||||
icon_state = "redshorts"
|
||||
worn_state = "redshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/green
|
||||
name = "green athletic shorts"
|
||||
icon_state = "greenshorts"
|
||||
worn_state = "greenshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/blue
|
||||
name = "blue athletic shorts"
|
||||
icon_state = "blueshorts"
|
||||
worn_state = "blueshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/black
|
||||
name = "black athletic shorts"
|
||||
icon_state = "blackshorts"
|
||||
worn_state = "blackshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/grey
|
||||
name = "grey athletic shorts"
|
||||
icon_state = "greyshorts"
|
||||
worn_state = "greyshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans
|
||||
name = "jeans shorts"
|
||||
desc = "Some jeans! Just in short form!"
|
||||
icon_state = "jeans_shorts"
|
||||
worn_state = "jeans_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/female
|
||||
name = "jeans short shorts"
|
||||
icon_state = "jeans_shorts_f"
|
||||
worn_state = "jeans_shorts_f"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/classic
|
||||
name = "classic jeans shorts"
|
||||
icon_state = "jeansclassic_shorts"
|
||||
worn_state = "jeansclassic_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/classic/female
|
||||
name = "classic jeans short shorts"
|
||||
icon_state = "jeansclassic_shorts_f"
|
||||
worn_state = "jeansclassic_shorts_f"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/mustang
|
||||
name = "mustang jeans shorts"
|
||||
icon_state = "jeansmustang_shorts"
|
||||
worn_state = "jeansmustang_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/mustang/female
|
||||
name = "mustang jeans short shorts"
|
||||
icon_state = "jeansmustang_shorts_f"
|
||||
worn_state = "jeansmustang_shorts_f"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/youngfolks
|
||||
name = "young folks jeans shorts"
|
||||
icon_state = "jeansyoungfolks_shorts"
|
||||
worn_state = "jeansyoungfolks_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/youngfolks/female
|
||||
name = "young folks jeans short shorts"
|
||||
icon_state = "jeansyoungfolks_shorts_f"
|
||||
worn_state = "jeansyoungfolks_shorts_f"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/black
|
||||
name = "black jeans shorts"
|
||||
icon_state = "blackpants_shorts"
|
||||
worn_state = "blackpants_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/black/female
|
||||
name = "black jeans short shorts"
|
||||
icon_state = "black_shorts_f"
|
||||
worn_state = "black_shorts_f"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/grey
|
||||
name = "grey jeans shorts"
|
||||
icon_state = "greypants_shorts"
|
||||
worn_state = "greypants_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/jeans/grey/female
|
||||
name = "grey jeans short shorts"
|
||||
icon_state = "grey_shorts_f"
|
||||
worn_state = "grey_shorts_f"
|
||||
|
||||
/obj/item/clothing/under/shorts/khaki
|
||||
name = "khaki shorts"
|
||||
desc = "For that island getaway. It's five o'clock somewhere, right?"
|
||||
icon_state = "tanpants_shorts"
|
||||
worn_state = "tanpants_shorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/khaki/female
|
||||
name = "khaki short shorts"
|
||||
icon_state = "khaki_shorts_f"
|
||||
worn_state = "khaki_shorts_f"
|
||||
|
||||
//Argh, skirts be below this line -> ------------------------------
|
||||
|
||||
@@ -107,8 +89,6 @@
|
||||
name = "black skirt"
|
||||
desc = "A black skirt, very fancy!"
|
||||
icon_state = "blackskirt"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "blackskirt"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
rolled_sleeves = -1
|
||||
|
||||
@@ -116,141 +96,122 @@
|
||||
name = "khaki skirt"
|
||||
desc = "A skirt that is a khaki color."
|
||||
icon_state = "skirt_khaki"
|
||||
worn_state = "skirt_khaki"
|
||||
|
||||
/obj/item/clothing/under/skirt/black
|
||||
name = "short black skirt"
|
||||
desc = "A skirt that is a shiny black."
|
||||
icon_state = "skirt_short_black"
|
||||
worn_state = "skirt_short_black"
|
||||
|
||||
/obj/item/clothing/under/skirt/blue
|
||||
name = "short blue skirt"
|
||||
desc = "A skirt that is a shiny blue."
|
||||
icon_state = "skirt_short_blue"
|
||||
worn_state = "skirt_short_blue"
|
||||
|
||||
/obj/item/clothing/under/skirt/red
|
||||
name = "short red skirt"
|
||||
desc = "A skirt that is a shiny red."
|
||||
icon_state = "skirt_short_red"
|
||||
worn_state = "skirt_short_red"
|
||||
|
||||
/obj/item/clothing/under/skirt/swept
|
||||
name = "swept skirt"
|
||||
desc = "A skirt that is swept to one side."
|
||||
icon_state = "skirt_swept"
|
||||
worn_state = "skirt_swept"
|
||||
|
||||
/obj/item/clothing/under/skirt/plaid_blue
|
||||
name = "blue plaid skirt"
|
||||
desc = "A preppy blue skirt with a white blouse."
|
||||
icon_state = "plaid_blue"
|
||||
worn_state = "plaid_blue"
|
||||
item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue")
|
||||
|
||||
/obj/item/clothing/under/skirt/plaid_red
|
||||
name = "red plaid skirt"
|
||||
desc = "A preppy red skirt with a white blouse."
|
||||
icon_state = "plaid_red"
|
||||
item_state = "kilt"
|
||||
worn_state = "plaid_red"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "red", slot_l_hand_str = "red")
|
||||
|
||||
/obj/item/clothing/under/skirt/plaid_purple
|
||||
name = "blue purple skirt"
|
||||
desc = "A preppy purple skirt with a white blouse."
|
||||
icon_state = "plaid_purple"
|
||||
item_state = "kilt"
|
||||
worn_state = "plaid_purple"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "purple", slot_l_hand_str = "purple")
|
||||
|
||||
/obj/item/clothing/under/rank/cargo/skirt
|
||||
name = "quartermaster's jumpskirt"
|
||||
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
|
||||
icon_state = "qmf"
|
||||
worn_state = "qmf"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "qm", slot_l_hand_str = "qm")
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech/skirt
|
||||
name = "cargo technician's jumpskirt"
|
||||
desc = "Skirrrrrts! They're comfy and easy to wear!"
|
||||
icon_state = "cargof"
|
||||
worn_state = "cargof"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "cargo", slot_l_hand_str = "cargo")
|
||||
|
||||
/obj/item/clothing/under/rank/engineer/skirt
|
||||
desc = "It's an orange high visibility jumpskirt worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's jumpskirt"
|
||||
icon_state = "enginef"
|
||||
worn_state = "enginef"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/engineer/chief_engineer/skirt
|
||||
item_state_slots = list(slot_r_hand_str = "engine", slot_l_hand_str = "engine")
|
||||
|
||||
/obj/item/clothing/under/rank/chief_engineer/skirt
|
||||
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's jumpskirt"
|
||||
icon_state = "chieff"
|
||||
worn_state = "chieff"
|
||||
|
||||
/obj/item/clothing/under/rank/engineer/atmospheric_technician/skirt
|
||||
item_state_slots = list(slot_r_hand_str = "chiefengineer", slot_l_hand_str = "chiefengineer")
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician/skirt
|
||||
desc = "It's a jumpskirt worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpskirt"
|
||||
icon_state = "atmosf"
|
||||
worn_state = "atmosf"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "atmos", slot_l_hand_str = "atmos")
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist/skirt
|
||||
desc = "It's a slimming black jumpskirt with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpskirt"
|
||||
icon_state = "roboticsf"
|
||||
worn_state = "roboticsf"
|
||||
|
||||
item_state_slots = list(slot_r_hand_str = "robotics", slot_l_hand_str = "robotics")
|
||||
|
||||
/obj/item/clothing/under/rank/scientist/skirt
|
||||
name = "scientist's jumpskirt"
|
||||
icon_state = "sciencewhitef"
|
||||
worn_state = "sciencewhitef"
|
||||
icon_state = "sciencef"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/skirt
|
||||
name = "medical doctor's jumpskirt"
|
||||
icon_state = "medicalf"
|
||||
worn_state = "medicalf"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/chemist/skirt
|
||||
/obj/item/clothing/under/rank/chemist/skirt
|
||||
name = "chemist's jumpskirt"
|
||||
icon_state = "chemistrywhitef"
|
||||
worn_state = "chemistrywhitef"
|
||||
icon_state = "chemistryf"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/chief_medical_officer/skirt
|
||||
/obj/item/clothing/under/rank/chief_medical_officer/skirt
|
||||
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpskirt"
|
||||
icon_state = "cmof"
|
||||
worn_state = "cmof"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/geneticist/skirt
|
||||
/obj/item/clothing/under/rank/geneticist/skirt
|
||||
name = "geneticist's jumpskirt"
|
||||
icon_state = "geneticswhitef"
|
||||
worn_state = "geneticswhitef"
|
||||
icon_state = "geneticsf"
|
||||
|
||||
/obj/item/clothing/under/rank/medical/virologist/skirt
|
||||
/obj/item/clothing/under/rank/virologist/skirt
|
||||
name = "virologist's jumpskirt"
|
||||
icon_state = "virologywhitef"
|
||||
worn_state = "virologywhitef"
|
||||
icon_state = "virologyf"
|
||||
|
||||
/obj/item/clothing/under/rank/security/skirt
|
||||
name = "security officer's jumpskirt"
|
||||
desc = "Standard feminine fashion for Security Officers. It's made of sturdier material than the standard jumpskirts."
|
||||
icon_state = "secredf"
|
||||
item_state = "r_suit"
|
||||
worn_state = "secredf"
|
||||
icon_state = "securityf"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
|
||||
/obj/item/clothing/under/rank/security/warden/skirt
|
||||
/obj/item/clothing/under/rank/warden/skirt
|
||||
desc = "Standard feminine fashion for a Warden. It is made of sturdier material than standard jumpskirts. It has the word \"Warden\" written on the shoulders."
|
||||
name = "warden's jumpskirt"
|
||||
icon_state = "wardenf"
|
||||
item_state = "r_suit"
|
||||
worn_state = "wardenf"
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
/obj/item/clothing/under/rank/head_of_security/skirt
|
||||
desc = "It's a fashionable jumpskirt worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's jumpskirt"
|
||||
icon_state = "hosredf"
|
||||
item_state = "r_suit"
|
||||
worn_state = "hosredf"
|
||||
icon_state = "hosf"
|
||||
@@ -1,9 +1,9 @@
|
||||
//these need item states -S2-
|
||||
/obj/item/clothing/under/syndicate //Merc Tactleneck
|
||||
name = "tactical turtleneck"
|
||||
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "syndicate"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
has_sensor = 0
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
@@ -12,8 +12,7 @@
|
||||
name = "combat turtleneck"
|
||||
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
|
||||
icon_state = "combat"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "combat"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
has_sensor = 1
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
@@ -22,7 +21,6 @@
|
||||
name = "\improper Tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
worn_state = "tactifool"
|
||||
item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black")
|
||||
siemens_coefficient = 1
|
||||
rolled_sleeves = 0
|
||||
|
||||
@@ -3,31 +3,25 @@
|
||||
desc = "It looks fitted to nonhuman proportions."
|
||||
icon = 'icons/obj/clothing/species/seromi/uniform.dmi'
|
||||
icon_state = "seromi_grey"
|
||||
worn_state = "seromi_grey"
|
||||
species_restricted = list("Teshari")
|
||||
body_parts_covered = 0 // It's a thin piece of cloth with a neck hole.
|
||||
|
||||
/obj/item/clothing/under/seromi/white
|
||||
name = "small white smock"
|
||||
icon_state = "seromi_white"
|
||||
worn_state = "seromi_white"
|
||||
|
||||
/obj/item/clothing/under/seromi/red
|
||||
name = "small Security smock"
|
||||
icon_state = "seromi_red"
|
||||
worn_state = "seromi_red"
|
||||
|
||||
/obj/item/clothing/under/seromi/yellow
|
||||
name = "small Engineering smock"
|
||||
icon_state = "seromi_yellow"
|
||||
worn_state = "seromi_yellow"
|
||||
|
||||
/obj/item/clothing/under/seromi/medical
|
||||
name = "small Medical uniform"
|
||||
icon_state = "seromi_medical"
|
||||
worn_state = "Teshari_medical"
|
||||
|
||||
|
||||
/obj/item/clothing/under/seromi/rainbow
|
||||
name = "small rainbow smock"
|
||||
icon_state = "seromi_rainbow"
|
||||
worn_state = "seromi_rainbow"
|
||||
icon_state = "seromi_rainbow"
|
||||
@@ -4,7 +4,6 @@
|
||||
desc = "A stainless steel-plated carrycase for all your forensic needs. Feels heavy."
|
||||
icon = 'icons/obj/forensics.dmi'
|
||||
icon_state = "case"
|
||||
item_state = "case"
|
||||
storage_slots = 14
|
||||
|
||||
/obj/item/weapon/storage/briefcase/crimekit/New()
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "An empty evidence bag."
|
||||
icon = 'icons/obj/storage.dmi'
|
||||
icon_state = "evidenceobj"
|
||||
item_state = ""
|
||||
item_state = null
|
||||
w_class = 2
|
||||
var/obj/item/stored_item = null
|
||||
|
||||
|
||||
@@ -42,6 +42,18 @@
|
||||
/datum/reagent/drink/milkshake
|
||||
price_tag = 2
|
||||
|
||||
/datum/reagent/drink/roy_rogers
|
||||
price_tag = 2
|
||||
|
||||
/datum/reagent/drink/shirley_temple
|
||||
price_tag = 2
|
||||
|
||||
/datum/reagent/drink/arnold_palmer
|
||||
price_tag = 2
|
||||
|
||||
/datum/reagent/drink/collins_mix
|
||||
price_tag = 2
|
||||
|
||||
|
||||
// Beer //
|
||||
|
||||
@@ -322,6 +334,7 @@
|
||||
price_tag = 3
|
||||
|
||||
|
||||
|
||||
// From the machine //
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/cans/cola
|
||||
|
||||
@@ -159,6 +159,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Radiation Storm", /datum/event/radiation_storm, 0, list(ASSIGNMENT_MEDICAL = 50), 1),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Random Antagonist", /datum/event/random_antag, 2.5, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Rogue Drones", /datum/event/rogue_drone, 20, list(ASSIGNMENT_SECURITY = 20)),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Solar Storm", /datum/event/solar_storm, 10, list(ASSIGNMENT_ENGINEER = 20, ASSIGNMENT_SECURITY = 10), 1),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space Dust", /datum/event/dust, 30, list(ASSIGNMENT_ENGINEER = 5)),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Spider Infestation", /datum/event/spider_infestation, 100, list(ASSIGNMENT_SECURITY = 30), 1),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Virology Breach", /datum/event/prison_break/virology, 0, list(ASSIGNMENT_MEDICAL = 100)),
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
msg = "A combat drone wing operating near various asteroids in the Kara subsystem has failed to return from a anti-piracy sweep. If any are sighted, \
|
||||
approach with caution."
|
||||
if(2)
|
||||
msg = "Contact has been lost with a combat drone wring operating out in the asteroid field near Kara. If any are sighted in the area, approach with \
|
||||
msg = "Contact has been lost with a combat drone wing operating out in the asteroid field near Kara. If any are sighted in the area, approach with \
|
||||
caution."
|
||||
if(3)
|
||||
msg = "Unidentified hackers have targeted a combat drone wing deployed in the Kara subsystem. If any are sighted in the area, approach with caution."
|
||||
|
||||
52
code/modules/events/solar_storm.dm
Normal file
52
code/modules/events/solar_storm.dm
Normal file
@@ -0,0 +1,52 @@
|
||||
/datum/event/solar_storm
|
||||
startWhen = 45
|
||||
announceWhen = 1
|
||||
var/const/rad_interval = 5 //Same interval period as radiation storms.
|
||||
var/base_solar_gen_rate
|
||||
|
||||
|
||||
/datum/event/solar_storm/setup()
|
||||
endWhen = startWhen + rand(30,90) + rand(30,90) //2-6 minute duration
|
||||
|
||||
/datum/event/solar_storm/announce()
|
||||
command_announcement.Announce("A solar storm has been detected approaching the station. Please halt all EVA activites immediately and return to the interior of the station.", "Anomaly Alert", new_sound = 'sound/AI/radiation.ogg')
|
||||
adjust_solar_output(1.5)
|
||||
|
||||
/datum/event/solar_storm/proc/adjust_solar_output(var/mult = 1)
|
||||
if(isnull(base_solar_gen_rate)) base_solar_gen_rate = solar_gen_rate
|
||||
solar_gen_rate = mult * base_solar_gen_rate
|
||||
|
||||
|
||||
/datum/event/solar_storm/start()
|
||||
command_announcement.Announce("The solar storm has reached the station. Please refain from EVA and remain inside the station until it has passed.", "Anomaly Alert")
|
||||
adjust_solar_output(5)
|
||||
|
||||
|
||||
/datum/event/solar_storm/tick()
|
||||
if(activeFor % rad_interval == 0)
|
||||
radiate()
|
||||
|
||||
/datum/event/solar_storm/proc/radiate()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T)
|
||||
continue
|
||||
|
||||
if(!istype(T.loc,/area/space) && !istype(T,/turf/space)) //Make sure you're in a space area or on a space turf
|
||||
continue
|
||||
|
||||
//Todo: Apply some burn damage from the heat of the sun. Until then, enjoy some moderate radiation.
|
||||
L.apply_effect((rand(15,30)),IRRADIATE,blocked = L.getarmor(null, "rad"))
|
||||
|
||||
|
||||
/datum/event/solar_storm/end()
|
||||
command_announcement.Announce("The solar storm has passed the station. It is now safe to resume EVA activities. Please report to medbay if you experience any unusual symptoms. ", "Anomaly Alert")
|
||||
adjust_solar_output()
|
||||
|
||||
|
||||
//For a false alarm scenario.
|
||||
/datum/event/solar_storm/syndicate/adjust_solar_output()
|
||||
return
|
||||
|
||||
/datum/event/solar_storm/syndicate/radiate()
|
||||
return
|
||||
9
code/modules/examine/descriptions/machines.dm
Normal file
9
code/modules/examine/descriptions/machines.dm
Normal file
@@ -0,0 +1,9 @@
|
||||
/obj/machinery/porta_turret
|
||||
description_info = "This is a turret utilizing an internal energy weapon. Generally, these can fire stun beams, or lasers, and can \
|
||||
be configured by unlocking and interfacing with them nearby, or controlled remotely with a turret control switch."
|
||||
description_antag = "Turrets can be emagged to target anyone and everyone, on lethals, and cannot be turned off if emagged."
|
||||
|
||||
/obj/machinery/porta_turret/ai_defense
|
||||
description_info = "This is a varient of the normal turret, utilizing an internal energy weapon. This version can fire stun \
|
||||
beams, or an xray laser, which is much harder for solid objects to stop than normal laser light, and can be configured remotely \
|
||||
with a turret control switch. This varient is also much more durable, and is hardened against electromagnetic pulses."
|
||||
@@ -144,6 +144,13 @@ I said no!
|
||||
)
|
||||
result = /obj/item/weapon/reagent_containers/food/snacks/mimeburger
|
||||
|
||||
/datum/recipe/bunbun
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/bun,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/bun
|
||||
)
|
||||
result = /obj/item/weapon/reagent_containers/food/snacks/bunbun
|
||||
|
||||
/datum/recipe/hotdog
|
||||
items = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/bun,
|
||||
@@ -1021,4 +1028,4 @@ I said no!
|
||||
|
||||
/datum/recipe/cake/brain
|
||||
items = list(/obj/item/organ/internal/brain)
|
||||
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/braincake
|
||||
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/braincake
|
||||
|
||||
@@ -121,6 +121,10 @@
|
||||
name = "boxing gloves"
|
||||
desc = "Because you really needed another excuse to punch your crewmates."
|
||||
icon_state = "boxing"
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
|
||||
)
|
||||
item_state = "boxing"
|
||||
|
||||
/obj/structure/window/reinforced/holowindow/Destroy()
|
||||
@@ -235,6 +239,10 @@
|
||||
/obj/item/weapon/holo/esword
|
||||
desc = "May the force be within you. Sorta."
|
||||
icon_state = "sword0"
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
|
||||
)
|
||||
force = 3.0
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
@@ -295,7 +303,6 @@
|
||||
icon = 'icons/obj/basketball.dmi'
|
||||
icon_state = "basketball"
|
||||
name = "basketball"
|
||||
item_state = "basketball"
|
||||
desc = "Here's your chance, do your dance at the Space Jam."
|
||||
w_class = 4 //Stops people from hiding it in their bags/pockets
|
||||
|
||||
|
||||
@@ -37,7 +37,6 @@
|
||||
desc = "A reminder of meals gone by."
|
||||
icon = 'icons/obj/trash.dmi'
|
||||
icon_state = "corncob"
|
||||
item_state = "corncob"
|
||||
w_class = 2.0
|
||||
throwforce = 0
|
||||
throw_speed = 4
|
||||
@@ -56,7 +55,6 @@
|
||||
desc = "A peel from a banana."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "banana_peel"
|
||||
item_state = "banana_peel"
|
||||
w_class = 2.0
|
||||
throwforce = 0
|
||||
throw_speed = 4
|
||||
|
||||
@@ -55,6 +55,7 @@
|
||||
/obj/item/seeds/grapeseed = 3,
|
||||
/obj/item/seeds/grassseed = 3,
|
||||
/obj/item/seeds/replicapod = 3,
|
||||
/obj/item/seeds/lavenderseed = 3,
|
||||
/obj/item/seeds/lemonseed = 3,
|
||||
/obj/item/seeds/limeseed = 3,
|
||||
/obj/item/seeds/mtearseed = 2,
|
||||
@@ -74,8 +75,7 @@
|
||||
/obj/item/seeds/towermycelium = 3,
|
||||
/obj/item/seeds/watermelonseed = 3,
|
||||
/obj/item/seeds/wheatseed = 3,
|
||||
/obj/item/seeds/whitebeetseed = 3,
|
||||
/obj/item/seeds/lavenderseed = 3
|
||||
/obj/item/seeds/whitebeetseed = 3
|
||||
)
|
||||
|
||||
/obj/machinery/seed_storage/xenobotany
|
||||
@@ -99,6 +99,7 @@
|
||||
/obj/item/seeds/glowshroom = 2,
|
||||
/obj/item/seeds/grapeseed = 3,
|
||||
/obj/item/seeds/grassseed = 3,
|
||||
/obj/item/seeds/lavenderseed = 3,
|
||||
/obj/item/seeds/lemonseed = 3,
|
||||
/obj/item/seeds/libertymycelium = 2,
|
||||
/obj/item/seeds/limeseed = 3,
|
||||
@@ -122,8 +123,7 @@
|
||||
/obj/item/seeds/towermycelium = 3,
|
||||
/obj/item/seeds/watermelonseed = 3,
|
||||
/obj/item/seeds/wheatseed = 3,
|
||||
/obj/item/seeds/whitebeetseed = 3,
|
||||
/obj/item/seeds/lavenderseed = 3
|
||||
/obj/item/seeds/whitebeetseed = 3
|
||||
)
|
||||
|
||||
/obj/machinery/seed_storage/attack_hand(mob/user as mob)
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
|
||||
/obj/item/weapon/plantspray
|
||||
icon = 'icons/obj/hydroponics_machines.dmi'
|
||||
item_state = "spray"
|
||||
item_state = "spraycan"
|
||||
flags = NOBLUDGEON
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 4
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
new/datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1), \
|
||||
))
|
||||
recipes += new/datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("bench frame", /obj/structure/table/bench, 1, time = 10, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1)
|
||||
@@ -78,6 +79,7 @@
|
||||
recipes += new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade)
|
||||
recipes += new/datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2)
|
||||
recipes += new/datum/stack_recipe("small light fixture frame", /obj/item/frame/light/small, 1)
|
||||
recipes += new/datum/stack_recipe("floor lamp fixture frame", /obj/machinery/light_construct/flamp, 2)
|
||||
recipes += new/datum/stack_recipe("apc frame", /obj/item/frame/apc, 2)
|
||||
recipes += new/datum/stack_recipe_list("filing cabinets", list( \
|
||||
new/datum/stack_recipe("filing cabinet", /obj/structure/filingcabinet, 4, time = 20, one_per_turf = 1, on_floor = 1), \
|
||||
@@ -110,7 +112,8 @@
|
||||
recipes += new/datum/stack_recipe("shower curtain", /obj/structure/curtain, 4, time = 15, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("plastic flaps", /obj/structure/plasticflaps, 4, time = 25, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("airtight plastic flaps", /obj/structure/plasticflaps/mining, 5, time = 25, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("water-cooler", /obj/structure/reagent_dispensers/water_cooler, 4, time = 1, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("water-cooler", /obj/structure/reagent_dispensers/water_cooler, 4, time = 10, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("lampshade", /obj/item/weapon/lampshade, 1, time = 1)
|
||||
|
||||
/material/wood/generate_recipes()
|
||||
..()
|
||||
|
||||
@@ -6,6 +6,10 @@
|
||||
throw_speed = 3
|
||||
throw_range = 3
|
||||
max_amount = 50
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
|
||||
)
|
||||
|
||||
var/default_type = DEFAULT_WALL_MATERIAL
|
||||
var/material/material
|
||||
@@ -88,58 +92,91 @@
|
||||
default_type = "iron"
|
||||
apply_colour = 1
|
||||
|
||||
/obj/item/stack/material/iron/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/sandstone
|
||||
name = "sandstone brick"
|
||||
icon_state = "sheet-sandstone"
|
||||
default_type = "sandstone"
|
||||
|
||||
/obj/item/stack/material/sandstone/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/marble
|
||||
name = "marble brick"
|
||||
icon_state = "sheet-marble"
|
||||
default_type = "marble"
|
||||
|
||||
/obj/item/stack/material/marble/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/diamond
|
||||
name = "diamond"
|
||||
icon_state = "sheet-diamond"
|
||||
default_type = "diamond"
|
||||
|
||||
/obj/item/stack/material/diamond/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/uranium
|
||||
name = "uranium"
|
||||
icon_state = "sheet-uranium"
|
||||
default_type = "uranium"
|
||||
|
||||
/obj/item/stack/material/uranium/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/phoron
|
||||
name = "solid phoron"
|
||||
icon_state = "sheet-phoron"
|
||||
default_type = "phoron"
|
||||
|
||||
/obj/item/stack/material/phoron/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/plastic
|
||||
name = "plastic"
|
||||
icon_state = "sheet-plastic"
|
||||
default_type = "plastic"
|
||||
|
||||
/obj/item/stack/material/plastic/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/gold
|
||||
name = "gold"
|
||||
icon_state = "sheet-gold"
|
||||
default_type = "gold"
|
||||
|
||||
/obj/item/stack/material/gold/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/silver
|
||||
name = "silver"
|
||||
icon_state = "sheet-silver"
|
||||
default_type = "silver"
|
||||
|
||||
/obj/item/stack/material/silver/fifty
|
||||
amount = 50
|
||||
|
||||
//Valuable resource, cargo can sell it.
|
||||
/obj/item/stack/material/platinum
|
||||
name = "platinum"
|
||||
icon_state = "sheet-adamantine"
|
||||
default_type = "platinum"
|
||||
|
||||
/obj/item/stack/material/platinum/fifty
|
||||
amount = 50
|
||||
|
||||
//Extremely valuable to Research.
|
||||
/obj/item/stack/material/mhydrogen
|
||||
name = "metallic hydrogen"
|
||||
icon_state = "sheet-mythril"
|
||||
default_type = "mhydrogen"
|
||||
|
||||
/obj/item/stack/material/mhydrogen/fifty
|
||||
amount = 50
|
||||
|
||||
//Fuel for MRSPACMAN generator.
|
||||
/obj/item/stack/material/tritium
|
||||
name = "tritium"
|
||||
@@ -147,54 +184,92 @@
|
||||
default_type = "tritium"
|
||||
apply_colour = 1
|
||||
|
||||
/obj/item/stack/material/tritium/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/osmium
|
||||
name = "osmium"
|
||||
icon_state = "sheet-silver"
|
||||
default_type = "osmium"
|
||||
apply_colour = 1
|
||||
|
||||
/obj/item/stack/material/osmium/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/steel
|
||||
name = DEFAULT_WALL_MATERIAL
|
||||
icon_state = "sheet-metal"
|
||||
default_type = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/stack/material/steel/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/plasteel
|
||||
name = "plasteel"
|
||||
icon_state = "sheet-plasteel"
|
||||
item_state = "sheet-metal"
|
||||
default_type = "plasteel"
|
||||
|
||||
/obj/item/stack/material/plasteel/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/durasteel
|
||||
name = "durasteel"
|
||||
icon_state = "sheet-durasteel"
|
||||
item_state = "sheet-metal"
|
||||
default_type = "durasteel"
|
||||
|
||||
/obj/item/stack/material/durasteel/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/wood
|
||||
name = "wooden plank"
|
||||
icon_state = "sheet-wood"
|
||||
default_type = "wood"
|
||||
|
||||
/obj/item/stack/material/wood/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/cloth
|
||||
name = "cloth"
|
||||
icon_state = "sheet-cloth"
|
||||
default_type = "cloth"
|
||||
|
||||
/obj/item/stack/material/cloth/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/cardboard
|
||||
name = "cardboard"
|
||||
icon_state = "sheet-card"
|
||||
default_type = "cardboard"
|
||||
|
||||
/obj/item/stack/material/cardboard/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/leather
|
||||
name = "leather"
|
||||
desc = "The by-product of mob grinding."
|
||||
icon_state = "sheet-leather"
|
||||
default_type = "leather"
|
||||
|
||||
/obj/item/stack/material/leather/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/glass
|
||||
name = "glass"
|
||||
icon_state = "sheet-glass"
|
||||
default_type = "glass"
|
||||
|
||||
/obj/item/stack/material/glass/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/glass/reinforced
|
||||
name = "reinforced glass"
|
||||
icon_state = "sheet-rglass"
|
||||
default_type = "rglass"
|
||||
|
||||
/obj/item/stack/material/glass/reinforced/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/glass/phoronglass
|
||||
name = "borosilicate glass"
|
||||
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures"
|
||||
@@ -202,9 +277,15 @@
|
||||
icon_state = "sheet-phoronglass"
|
||||
default_type = "borosilicate glass"
|
||||
|
||||
/obj/item/stack/material/glass/phoronglass/fifty
|
||||
amount = 50
|
||||
|
||||
/obj/item/stack/material/glass/phoronrglass
|
||||
name = "reinforced borosilicate glass"
|
||||
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures. It is reinforced with few rods."
|
||||
singular_name = "reinforced borosilicate glass sheet"
|
||||
icon_state = "sheet-phoronrglass"
|
||||
default_type = "reinforced borosilicate glass"
|
||||
default_type = "reinforced borosilicate glass"
|
||||
|
||||
/obj/item/stack/material/glass/phoronrglass/fifty
|
||||
amount = 50
|
||||
|
||||
@@ -91,6 +91,7 @@ var/list/name_to_material
|
||||
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
|
||||
var/integrity = 150 // General-use HP value for products.
|
||||
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
|
||||
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
|
||||
var/explosion_resistance = 5 // Only used by walls currently.
|
||||
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
|
||||
var/list/composite_material // If set, object matter var will be a list containing these values.
|
||||
@@ -234,6 +235,7 @@ var/list/name_to_material
|
||||
cut_delay = 60
|
||||
icon_colour = "#00FFE1"
|
||||
opacity = 0.4
|
||||
reflectivity = 0.6
|
||||
shard_type = SHARD_SHARD
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 100
|
||||
@@ -356,6 +358,22 @@ var/list/name_to_material
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
|
||||
|
||||
// Very rare alloy that is reflective, should be used sparingly.
|
||||
/material/durasteel
|
||||
name = "durasteel"
|
||||
stack_type = /obj/item/stack/material/durasteel
|
||||
integrity = 600
|
||||
melting_point = 7000
|
||||
icon_base = "metal"
|
||||
icon_reinf = "reinf_metal"
|
||||
icon_colour = "#6EA7BE"
|
||||
explosion_resistance = 75
|
||||
hardness = 100
|
||||
weight = 28
|
||||
reflectivity = 0.7 // Not a perfect mirror, but close.
|
||||
stack_origin_tech = list(TECH_MATERIAL = 8)
|
||||
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
|
||||
|
||||
/material/plasteel/titanium
|
||||
name = "titanium"
|
||||
stack_type = null
|
||||
@@ -377,7 +395,7 @@ var/list/name_to_material
|
||||
weight = 15
|
||||
door_icon_base = "stone"
|
||||
destruction_desc = "shatters"
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4)
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
|
||||
created_window = /obj/structure/window/basic
|
||||
rod_product = /obj/item/stack/material/glass/reinforced
|
||||
|
||||
@@ -407,6 +425,12 @@ var/list/name_to_material
|
||||
for (var/obj/structure/window/check_window in user.loc)
|
||||
window_count++
|
||||
possible_directions -= check_window.dir
|
||||
for (var/obj/structure/windoor_assembly/check_assembly in user.loc)
|
||||
window_count++
|
||||
possible_directions -= check_assembly.dir
|
||||
for (var/obj/machinery/door/window/check_windoor in user.loc)
|
||||
window_count++
|
||||
possible_directions -= check_windoor.dir
|
||||
|
||||
// Get the closest available dir to the user's current facing.
|
||||
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
|
||||
@@ -417,18 +441,12 @@ var/list/name_to_material
|
||||
else
|
||||
if(choice in list("One Direction","Windoor"))
|
||||
if(possible_directions.len)
|
||||
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
||||
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,270), turn(user.dir,180)))
|
||||
if(direction in possible_directions)
|
||||
build_dir = direction
|
||||
break
|
||||
else
|
||||
failed_to_build = 1
|
||||
if(!failed_to_build && choice == "Windoor")
|
||||
if(!is_reinforced())
|
||||
user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
|
||||
return
|
||||
if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
|
||||
failed_to_build = 1
|
||||
if(failed_to_build)
|
||||
user << "<span class='warning'>There is no room in this location.</span>"
|
||||
return 1
|
||||
@@ -436,7 +454,8 @@ var/list/name_to_material
|
||||
var/build_path = /obj/structure/windoor_assembly
|
||||
var/sheets_needed = window_options[choice]
|
||||
if(choice == "Windoor")
|
||||
build_dir = user.dir
|
||||
if(is_reinforced())
|
||||
build_path = /obj/structure/windoor_assembly/secure
|
||||
else
|
||||
build_path = created_window
|
||||
|
||||
@@ -466,7 +485,7 @@ var/list/name_to_material
|
||||
weight = 30
|
||||
stack_origin_tech = "materials=2"
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
|
||||
created_window = /obj/structure/window/reinforced
|
||||
wire_product = null
|
||||
rod_product = null
|
||||
@@ -479,6 +498,7 @@ var/list/name_to_material
|
||||
integrity = 100
|
||||
icon_colour = "#FC2BC5"
|
||||
stack_origin_tech = list(TECH_MATERIAL = 4)
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4)
|
||||
created_window = /obj/structure/window/phoronbasic
|
||||
wire_product = null
|
||||
rod_product = /obj/item/stack/material/glass/phoronrglass
|
||||
@@ -489,6 +509,7 @@ var/list/name_to_material
|
||||
stack_type = /obj/item/stack/material/glass/phoronrglass
|
||||
stack_origin_tech = list(TECH_MATERIAL = 5)
|
||||
composite_material = list() //todo
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4)
|
||||
created_window = /obj/structure/window/phoronreinforced
|
||||
hardness = 40
|
||||
weight = 30
|
||||
|
||||
@@ -8,6 +8,17 @@
|
||||
var/product
|
||||
var/metaltag
|
||||
|
||||
/datum/alloy/durasteel
|
||||
metaltag = "durasteel"
|
||||
requires = list(
|
||||
"diamond" = 1,
|
||||
"platinum" = 1,
|
||||
"carbon" = 2,
|
||||
"hematite" = 2
|
||||
)
|
||||
product_mod = 0.3
|
||||
product = /obj/item/stack/material/durasteel
|
||||
|
||||
/datum/alloy/plasteel
|
||||
metaltag = "plasteel"
|
||||
requires = list(
|
||||
@@ -32,4 +43,4 @@
|
||||
"platinum" = 1,
|
||||
"sand" = 2
|
||||
)
|
||||
product = /obj/item/stack/material/glass/phoronglass
|
||||
product = /obj/item/stack/material/glass/phoronglass
|
||||
@@ -34,6 +34,19 @@ var/list/mining_overlay_cache = list()
|
||||
var/datum/artifact_find/artifact_find
|
||||
var/ignore_mapgen
|
||||
|
||||
var/ore_types = list(
|
||||
"iron" = /obj/item/weapon/ore/iron,
|
||||
"uranium" = /obj/item/weapon/ore/uranium,
|
||||
"gold" = /obj/item/weapon/ore/gold,
|
||||
"silver" = /obj/item/weapon/ore/silver,
|
||||
"diamond" = /obj/item/weapon/ore/diamond,
|
||||
"phoron" = /obj/item/weapon/ore/phoron,
|
||||
"osmium" = /obj/item/weapon/ore/osmium,
|
||||
"hydrogen" = /obj/item/weapon/ore/hydrogen,
|
||||
"silicates" = /obj/item/weapon/ore/glass,
|
||||
"carbonaceous rock" = /obj/item/weapon/ore/coal
|
||||
)
|
||||
|
||||
has_resources = 1
|
||||
|
||||
/turf/simulated/mineral/ignore_mapgen
|
||||
@@ -154,6 +167,16 @@ var/list/mining_overlay_cache = list()
|
||||
mined_ore = 2 //some of the stuff gets blown up
|
||||
GetDrilled()
|
||||
|
||||
if(severity <= 2) // Now to expose the ore lying under the sand.
|
||||
spawn(1) // Otherwise most of the ore is lost to the explosion, which makes this rather moot.
|
||||
var/losses = rand(0.5, 1) // Between 0% to 50% loss due to booms.
|
||||
for(var/ore in resources)
|
||||
var/amount_to_give = Ceiling(resources[ore] * losses) // Should result in at least one piece of ore.
|
||||
for(var/i=1, i <= amount_to_give, i++)
|
||||
var/oretype = ore_types[ore]
|
||||
new oretype(src)
|
||||
resources[ore] = 0
|
||||
|
||||
/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
|
||||
|
||||
// Emitter blasts
|
||||
|
||||
@@ -61,6 +61,7 @@ var/global/list/ore_data = list()
|
||||
name = "sand"
|
||||
display_name = "sand"
|
||||
smelts_to = "glass"
|
||||
alloy = 1
|
||||
compresses_to = "sandstone"
|
||||
|
||||
/ore/phoron
|
||||
|
||||
@@ -159,11 +159,7 @@ Works together with spawning an observer, noted above.
|
||||
if(!loc) return
|
||||
if(!client) return 0
|
||||
|
||||
|
||||
if(client.images.len)
|
||||
for(var/image/hud in client.images)
|
||||
if(copytext(hud.icon_state,1,4) == "hud")
|
||||
client.images.Remove(hud)
|
||||
handle_regular_hud_updates()
|
||||
|
||||
if(antagHUD)
|
||||
var/list/target_list = list()
|
||||
|
||||
@@ -74,6 +74,7 @@
|
||||
drop_l_hand()
|
||||
|
||||
if(healths)
|
||||
healths.overlays = null // This is specific to humans but the relevant code is here; shouldn't mess with other mobs.
|
||||
healths.icon_state = "health6"
|
||||
|
||||
timeofdeath = world.time
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
icon = 'icons/obj/aibots.dmi'
|
||||
icon_state = "ed2090"
|
||||
density = 1
|
||||
health = 100
|
||||
maxHealth = 100
|
||||
health = 200
|
||||
maxHealth = 200
|
||||
|
||||
is_ranged = 1
|
||||
preparing_arrest_sounds = new()
|
||||
@@ -76,7 +76,7 @@
|
||||
desc = "Some sort of bizarre assembly."
|
||||
icon = 'icons/obj/aibots.dmi'
|
||||
icon_state = "ed209_frame"
|
||||
item_state = "ed209_frame"
|
||||
item_state = "buildpipe"
|
||||
created_name = "ED-209 Security Robot"
|
||||
var/lasercolor = ""
|
||||
|
||||
@@ -101,10 +101,8 @@
|
||||
user << "<span class='notice'>You add the robot leg to [src].</span>"
|
||||
name = "legs/frame assembly"
|
||||
if(build_step == 1)
|
||||
item_state = "ed209_leg"
|
||||
icon_state = "ed209_leg"
|
||||
else
|
||||
item_state = "ed209_legs"
|
||||
icon_state = "ed209_legs"
|
||||
|
||||
if(2)
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user