Polaris sync

This commit is contained in:
Eearslya
2016-08-06 20:34:44 -07:00
566 changed files with 16223 additions and 7350 deletions

View File

@@ -1342,10 +1342,12 @@ proc/admin_notice(var/message, var/rights)
if (H.paralysis == 0)
H.paralysis = 8000
msg = "has paralyzed [key_name(H)]."
log_and_message_admins(msg)
else
H.paralysis = 0
msg = "has unparalyzed [key_name(H)]."
log_and_message_admins(msg)
if(alert(src, "[key_name(H)] is paralyzed, would you like to unparalyze them?",,"Yes","No") == "Yes")
H.paralysis = 0
msg = "has unparalyzed [key_name(H)]."
log_and_message_admins(msg)
/datum/admins/proc/set_tcrystals(mob/living/carbon/human/H as mob)
set category = "Debug"
set name = "Set Telecrystals"

View File

@@ -81,6 +81,7 @@ var/list/admin_verbs_admin = list(
/client/proc/man_up,
/client/proc/global_man_up,
/client/proc/response_team, // Response Teams admin verb,
/client/proc/trader_ship, // Trader ship admin verb,
/client/proc/toggle_antagHUD_use,
/client/proc/toggle_antagHUD_restrictions,
/client/proc/allow_character_respawn, // Allows a ghost to respawn ,

View File

@@ -892,9 +892,9 @@
if (ticker && ticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
master_mode = href_list["c_mode2"]
log_admin("[key_name(usr)] set the mode as [master_mode].")
message_admins("\blue [key_name_admin(usr)] set the mode as [master_mode].", 1)
world << "\blue <b>The mode is now: [master_mode]</b>"
log_admin("[key_name(usr)] set the mode as [config.mode_names[master_mode]].")
message_admins("\blue [key_name_admin(usr)] set the mode as [config.mode_names[master_mode]].", 1)
world << "\blue <b>The mode is now: [config.mode_names[master_mode]]</b>"
Game() // updates the main game menu
world.save_mode(master_mode)
.(href, list("c_mode"=1))

View File

@@ -349,111 +349,146 @@ Traitors and the like can also be revived with the previous role mostly intact.
/N */
/client/proc/respawn_character()
set category = "Special Verbs"
set name = "Respawn Character"
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."
set name = "Spawn Character"
set desc = "(Re)Spawn a client's loaded character."
if(!holder)
src << "Only administrators may use this command."
return
var/input = ckey(input(src, "Please specify which key will be respawned.", "Key", ""))
if(!input)
//I frontload all the questions so we don't have a half-done process while you're reading.
var/client/picked_client = input(src, "Please specify which client's character to spawn.", "Client", "") as null|anything in clients
if(!picked_client)
return
var/mob/observer/dead/G_found
for(var/mob/observer/dead/G in player_list)
if(G.ckey == input)
G_found = G
break
if(!G_found)//If a ghost was not found.
usr << "<font color='red'>There is no active key like that in the game or the person is not currently a ghost.</font>"
var/location = alert(src,"Please specify where to spawn them.", "Location", "Right Here", "Arrivals", "Cancel")
if(!location)
return
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character.
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
/*Try and locate a record for the person being respawned through data_core.
This isn't an exact science but it does the trick more often than not.*/
var/id = md5("[G_found.real_name][G_found.mind.assigned_role]")
for(var/datum/data/record/t in data_core.locked)
if(t.fields["id"]==id)
record_found = t//We shall now reference the record.
break
if(record_found)//If they have a record we can determine a few things.
new_character.real_name = record_found.fields["name"]
new_character.gender = record_found.fields["sex"]
new_character.age = record_found.fields["age"]
new_character.b_type = record_found.fields["b_type"]
var/announce = alert(src,"Announce as if they had just arrived?", "Announce", "Yes", "No", "Cancel")
if(announce == "Cancel")
return
else if(announce == "Yes") //Too bad buttons can't just have 1/0 values and different display strings
announce = 1
else
new_character.gender = pick(MALE,FEMALE)
var/datum/preferences/A = new()
A.randomize_appearance_and_body_for(new_character)
new_character.real_name = G_found.real_name
announce = 0
if(!new_character.real_name)
if(new_character.gender == MALE)
new_character.real_name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
var/inhabit = alert(src,"Put the person into the spawned mob?", "Inhabit", "Yes", "No", "Cancel")
if(inhabit == "Cancel")
return
else if(inhabit == "Yes")
inhabit = 1
else
inhabit = 0
//Name matching is ugly but mind doesn't persist to look at.
var/charjob
var/records
var/datum/data/record/record_found
record_found = find_general_record("name",picked_client.prefs.real_name)
//Found their record, they were spawned previously
if(record_found)
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")
if(samejob == "Yes")
charjob = record_found.fields["real_rank"]
else if(samejob == "Assistant")
charjob = "Assistant"
else
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")
if(records == "Cancel")
return
if(records == "Yes")
records = 1
else
new_character.real_name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
new_character.name = new_character.real_name
records = 0
if(G_found.mind && !G_found.mind.active)
G_found.mind.transfer_to(new_character) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_character.mind.special_verbs = list()
else
new_character.mind_initialize()
if(!new_character.mind.assigned_role) new_character.mind.assigned_role = "Assistant"//If they somehow got a null assigned role.
//Well you're not reloading their job or they never had one.
if(!charjob)
var/pickjob = input(src,"Pick a job to assign them (or none).","Job Select","-No Job-") as null|anything in joblist + "-No Job-"
if(!pickjob)
return
if(pickjob != "-No Job-")
charjob = pickjob
//DNA
if(record_found)//Pull up their name from database records if they did have a mind.
new_character.dna = new()//Let's first give them a new DNA.
new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity.
//If you've picked a job by now, you can equip them.
var/equipment
if(charjob)
equipment = alert(src,"Spawn them with equipment?", "Equipment", "Yes", "No", "Cancel")
if(equipment == "Cancel")
return
else if(equipment == "Yes")
equipment = 1
else
equipment = 0
// I HATE BYOND. HATE. HATE. - N3X
var/list/newSE= record_found.fields["enzymes"]
var/list/newUI = record_found.fields["identity"]
new_character.dna.SE = newSE.Copy() //This is the default of enzymes so I think it's safe to go with.
new_character.dna.UpdateSE()
new_character.UpdateAppearance(newUI.Copy())//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile.
new_character.dna.ready_dna(new_character)
new_character.key = G_found.key
/*
The code below functions with the assumption that the mob is already a traitor if they have a special role.
So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role.
If they don't have a mind, they obviously don't have a special role.
*/
//Two variables to properly announce later on.
//For logging later
var/admin = key_name_admin(src)
var/player_key = G_found.key
var/player_key = picked_client.key
//Now for special roles and equipment.
var/mob/living/carbon/human/new_character
var/spawnloc
//Where did you want to spawn them?
switch(location)
if("Right Here") //Spawn them on your turf
if(!src.mob)
src << "You can't use 'Right Here' when you are not 'Right Anywhere'!"
return
spawnloc = get_turf(src.mob)
if("Arrivals") //Spawn them at a latejoin spawnpoint
spawnloc = pick(latejoin)
else //I have no idea how you're here
src << "Invalid spawn location choice."
return
//Did we actually get a loc to spawn them?
if(!spawnloc)
src << "Couldn't get valid spawn location."
return
new_character = new(spawnloc)
//We were able to spawn them, right?
if(!new_character)
src << "Something went wrong and spawning failed."
return
//Write the appearance and whatnot out to the character
picked_client.prefs.copy_to(new_character)
if(inhabit)
new_character.key = player_key
//Were they any particular special role? If so, copy.
var/datum/antagonist/antag_data = get_antag_data(new_character.mind.special_role)
if(antag_data)
antag_data.add_antagonist(new_character.mind)
antag_data.place_mob(new_character)
else
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
//Announces the character on all the systems, based on the record.
if(!issilicon(new_character))//If they are not a cyborg/AI.
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.
//Power to the user!
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")
data_core.manifest_inject(new_character)
//If desired, apply equipment.
if(equipment && charjob)
job_master.EquipRank(new_character, charjob, 1)
if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
call(/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
//If desired, add records.
if(records)
data_core.manifest_inject(new_character)
message_admins("\blue [admin] has respawned [player_key] as [new_character.real_name].", 1)
//A redraw for good measure
new_character.update_icons()
new_character << "You have been fully respawned. Enjoy the game."
//If we're announcing their arrival
if(announce)
AnnounceArrival(new_character, new_character.mind.assigned_role)
log_admin("[admin] has spawned [player_key]'s character [new_character.real_name].")
message_admins("[admin] has spawned [player_key]'s character [new_character.real_name].", 1)
new_character << "You have been fully spawned. Enjoy the game."
feedback_add_details("admin_verb","RSPCH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return new_character
/client/proc/cmd_admin_add_freeform_ai_law()

View File

@@ -131,6 +131,7 @@
prefs.last_id = computer_id //these are gonna be used for banning
. = ..() //calls mob.Login()
prefs.sanitize_preferences()
if(custom_event_msg && custom_event_msg != "")
src << "<h1 class='alert'>Custom Event</h1>"
@@ -287,6 +288,7 @@
'html/panels.css',
'html/images/loading.gif',
'html/images/ntlogo.png',
'html/images/sglogo.png',
'html/images/talisman.png',
'icons/pda_icons/pda_atmos.png',
'icons/pda_icons/pda_back.png',

View File

@@ -0,0 +1,3 @@
#define EQUIP_PREVIEW_LOADOUT 1
#define EQUIP_PREVIEW_JOB 2
#define EQUIP_PREVIEW_ALL (EQUIP_PREVIEW_LOADOUT|EQUIP_PREVIEW_JOB)

View File

@@ -29,9 +29,7 @@ datum/preferences/proc/set_biological_gender(var/gender)
S["OOC_Notes"] << pref.metadata
/datum/category_item/player_setup_item/general/basic/sanitize_character()
if(!pref.species) pref.species = "Human"
var/datum/species/S = all_species[pref.species ? pref.species : "Human"]
pref.age = sanitize_integer(pref.age, S.min_age, S.max_age, initial(pref.age))
pref.age = sanitize_integer(pref.age, get_min_age(), get_max_age(), initial(pref.age))
pref.biological_gender = sanitize_inlist(pref.biological_gender, get_genders(), pick(get_genders()))
pref.identifying_gender = (pref.identifying_gender in all_genders_define_list) ? pref.identifying_gender : pref.biological_gender
pref.real_name = sanitize_name(pref.real_name, pref.species)
@@ -75,7 +73,6 @@ datum/preferences/proc/set_biological_gender(var/gender)
. = jointext(.,null)
/datum/category_item/player_setup_item/general/basic/OnTopic(var/href,var/list/href_list, var/mob/user)
var/datum/species/S = all_species[pref.species]
if(href_list["rename"])
var/raw_name = input(user, "Choose your character's name:", "Character Name") as text|null
if (!isnull(raw_name) && CanUseTopic(user))
@@ -108,10 +105,11 @@ datum/preferences/proc/set_biological_gender(var/gender)
return TOPIC_REFRESH
else if(href_list["age"])
if(!pref.species) pref.species = "Human"
var/new_age = input(user, "Choose your character's age:\n([S.min_age]-[S.max_age])", "Character Preference", pref.age) as num|null
var/min_age = get_min_age()
var/max_age = get_max_age()
var/new_age = input(user, "Choose your character's age:\n([min_age]-[max_age])", "Character Preference", pref.age) as num|null
if(new_age && CanUseTopic(user))
pref.age = max(min(round(text2num(new_age)), S.max_age), S.min_age)
pref.age = max(min(round(text2num(new_age)), max_age), min_age)
return TOPIC_REFRESH
else if(href_list["spawnpoint"])

View File

@@ -49,7 +49,7 @@
var/list/available_languages = S.secondary_langs.Copy()
for(var/L in all_languages)
var/datum/language/lang = all_languages[L]
if(!(lang.flags & RESTRICTED) && (!config.usealienwhitelist || is_alien_whitelisted(user, L) || !(lang.flags & WHITELISTED)))
if(!(lang.flags & RESTRICTED) && (is_lang_whitelisted(user, lang)))
available_languages |= L
// make sure we don't let them waste slots on the default languages

View File

@@ -1,7 +1,7 @@
var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
/datum/preferences
var/dress_mob = TRUE
var/equip_preview_mob = EQUIP_PREVIEW_ALL
/datum/category_item/player_setup_item/general/body
name = "Body"
@@ -226,8 +226,8 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
. += "</td><td><b>Preview</b><br>"
. += "<div class='statusDisplay'><center><img src=previewicon.png width=[pref.preview_icon.Width()] height=[pref.preview_icon.Height()]></center></div>"
. += "<br><a href='?src=\ref[src];toggle_clothing=1'>[pref.dress_mob ? "Hide equipment" : "Show equipment"]</a>"
. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_LOADOUT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_LOADOUT ? "Hide loadout" : "Show loadout"]</a>"
. += "<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>"
. += "</td></tr></table>"
. += "<b>Hair</b><br>"
@@ -331,8 +331,9 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
reset_limbs() // Safety for species with incompatible manufacturers; easier than trying to do it case by case.
var/datum/species/S = all_species[pref.species]
pref.age = max(min(pref.age, S.max_age), S.min_age)
var/min_age = get_min_age()
var/max_age = get_max_age()
pref.age = max(min(pref.age, max_age), min_age)
return TOPIC_REFRESH_UPDATE_PREVIEW
@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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")

View File

@@ -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)

View File

@@ -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 ..()

View File

@@ -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

View File

@@ -298,4 +298,4 @@ datum/preferences
/datum/preferences/proc/close_load_dialog(mob/user)
//user << browse(null, "window=saves")
panel.close()
panel.close()

View File

@@ -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

View File

@@ -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

View File

@@ -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")

View File

@@ -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")

View File

@@ -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

View File

@@ -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)

View File

@@ -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")

View File

@@ -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

View 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
..()

View File

@@ -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

View File

@@ -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"

View File

@@ -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

View File

@@ -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")

View File

@@ -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

View File

@@ -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

View File

@@ -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")

View File

@@ -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"

View File

@@ -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

View File

@@ -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

View File

@@ -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")

View File

@@ -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)

View File

@@ -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

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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"

View File

@@ -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

View File

@@ -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

View File

@@ -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.

View File

@@ -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

View File

@@ -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

View File

@@ -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,

View File

@@ -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

View File

@@ -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"

View File

@@ -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)

View File

@@ -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

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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"

View File

@@ -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")

View File

@@ -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

View File

@@ -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()

View File

@@ -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

View File

@@ -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

View File

@@ -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"

View File

@@ -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"

View File

@@ -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
..()

View File

@@ -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"

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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."

View File

@@ -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"

View File

@@ -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

View File

@@ -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"

View File

@@ -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()

View File

@@ -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

View File

@@ -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

View File

@@ -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)),

View File

@@ -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."

View 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

View 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."

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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)

View File

@@ -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

View File

@@ -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()
..()

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -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

View File

@@ -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