mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-26 21:49:11 +01:00
Moves flags values to item_flags var
Moves flags that seemed to pertain more to equipment to a new item_flags var in /obj/item
This commit is contained in:
@@ -14,13 +14,13 @@
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/obj/item/clothing/head/hardhat/red
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icon_state = "hardhat0_red"
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name = "firefighter helmet"
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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/obj/item/clothing/head/hardhat/white
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icon_state = "hardhat0_white"
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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@@ -6,7 +6,7 @@
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slot_l_hand_str = "helmet",
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slot_r_hand_str = "helmet",
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)
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flags = THICKMATERIAL
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item_flags = THICKMATERIAL
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body_parts_covered = HEAD
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armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES
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@@ -3,7 +3,8 @@
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name = "breath mask"
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icon_state = "breath"
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item_state = "breath"
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flags = MASKCOVERSMOUTH | AIRTIGHT
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flags = MASKCOVERSMOUTH
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item_flags = AIRTIGHT
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body_parts_covered = 0
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w_class = 2
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gas_transfer_coefficient = 0.10
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@@ -20,7 +21,8 @@
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if(!src.hanging)
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src.hanging = !src.hanging
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gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
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flags &= ~(MASKCOVERSMOUTH | AIRTIGHT)
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flags &= ~(MASKCOVERSMOUTH)
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item_flags &= ~(AIRTIGHT)
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body_parts_covered = 0
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icon_state = "breathdown"
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user << "Your mask is now hanging on your neck."
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@@ -28,7 +30,8 @@
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else
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src.hanging = !src.hanging
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gas_transfer_coefficient = initial(gas_transfer_coefficient)
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flags |= MASKCOVERSMOUTH | AIRTIGHT
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flags |= MASKCOVERSMOUTH
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item_flags |= AIRTIGHT
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body_parts_covered = initial(body_parts_covered)
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icon_state = "breath"
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user << "You pull the mask up to cover your face."
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@@ -2,7 +2,8 @@
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name = "gas mask"
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desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
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icon_state = "gas_alt"
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flags = MASKCOVERSMOUTH | BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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flags = MASKCOVERSMOUTH
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item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
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body_parts_covered = FACE|EYES
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w_class = 3.0
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@@ -3,7 +3,7 @@
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name = "galoshes"
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icon_state = "galoshes"
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permeability_coefficient = 0.05
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flags = NOSLIP
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item_flags = NOSLIP
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slowdown = SHOES_SLOWDOWN+1
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species_restricted = null
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@@ -18,14 +18,14 @@
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/obj/item/clothing/shoes/magboots/attack_self(mob/user)
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if(magpulse)
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flags &= ~NOSLIP
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item_flags &= ~NOSLIP
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magpulse = 0
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set_slowdown()
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force = 3
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if(icon_base) icon_state = "[icon_base]0"
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user << "You disable the mag-pulse traction system."
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else
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flags |= NOSLIP
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item_flags |= NOSLIP
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magpulse = 1
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set_slowdown()
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force = 5
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@@ -70,6 +70,6 @@
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/obj/item/clothing/shoes/magboots/examine(mob/user)
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..(user)
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var/state = "disabled"
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if(src.flags&NOSLIP)
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if(item_flags & NOSLIP)
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state = "enabled"
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user << "Its mag-pulse traction system appears to be [state]."
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@@ -4,7 +4,7 @@
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icon_state = "brown"
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item_state = "brown"
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permeability_coefficient = 0.05
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flags = NOSLIP
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item_flags = NOSLIP
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origin_tech = list(TECH_ILLEGAL = 3)
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var/list/clothing_choices = list()
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siemens_coefficient = 0.8
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@@ -20,7 +20,7 @@
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icon_state = "swat"
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force = 3
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags = NOSLIP
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item_flags = NOSLIP
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siemens_coefficient = 0.6
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/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
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@@ -29,7 +29,7 @@
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icon_state = "swat"
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force = 5
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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flags = NOSLIP
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item_flags = NOSLIP
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siemens_coefficient = 0.6
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cold_protection = FEET
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@@ -120,6 +120,6 @@
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desc = "Help you swim good."
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name = "swimming fins"
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icon_state = "flippers"
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flags = NOSLIP
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item_flags = NOSLIP
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slowdown = SHOES_SLOWDOWN+1
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species_restricted = null
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@@ -45,7 +45,7 @@
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/obj/item/clothing/head/helmet/space/vox
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armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
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siemens_coefficient = 0.6
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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species_restricted = list("Vox")
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
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@@ -135,7 +135,7 @@
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/obj/item/clothing/shoes/magboots/vox/attack_self(mob/user)
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if(src.magpulse)
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flags &= ~NOSLIP
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item_flags &= ~NOSLIP
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magpulse = 0
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canremove = 1
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user << "You relax your deathgrip on the flooring."
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@@ -148,7 +148,7 @@
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user << "You will have to put on the [src] before you can do that."
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return
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flags |= NOSLIP
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item_flags |= NOSLIP
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magpulse = 1
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canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
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user << "You dig your claws deeply into the flooring, bracing yourself."
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@@ -160,7 +160,7 @@
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..()
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if(src.magpulse)
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user.visible_message("The [src] go limp as they are removed from [usr]'s feet.", "The [src] go limp as they are removed from your feet.")
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flags &= ~NOSLIP
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item_flags &= ~NOSLIP
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magpulse = 0
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canremove = 1
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@@ -4,7 +4,7 @@
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icon_state = "capspace"
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item_state = "capspace"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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flags_inv = HIDEFACE|BLOCKHAIR
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permeability_coefficient = 0.01
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armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
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@@ -18,7 +18,7 @@
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w_class = 4
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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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)
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slowdown = 1.5
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@@ -17,7 +17,7 @@
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w_class = 4
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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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)
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slowdown = 1.5
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@@ -37,7 +37,8 @@
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slot_r_hand_str = "syndicate-helm-black-red",
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)
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
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flags = HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
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flags = HEADCOVERSMOUTH
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.6
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@@ -47,7 +48,7 @@
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desc = "An armored beret commonly used by special operations officers."
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icon_state = "beret_badge"
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armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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flags_inv = BLOCKHAIR
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siemens_coefficient = 0.9
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@@ -57,7 +58,7 @@
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desc = "Ho ho ho. Merrry X-mas!"
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icon_state = "santahat"
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item_state = "santahat"
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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flags_inv = BLOCKHAIR
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body_parts_covered = HEAD
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@@ -67,7 +68,7 @@
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icon_state = "santa"
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item_state = "santa"
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slowdown = 0
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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allowed = list(/obj/item) //for stuffing exta special presents
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//Space pirate outfit
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@@ -77,7 +78,7 @@
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icon_state = "pirate"
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item_state = "pirate"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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flags_inv = BLOCKHAIR
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body_parts_covered = 0
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siemens_coefficient = 0.9
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@@ -179,9 +179,8 @@
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for(var/obj/item/piece in list(helmet,boots,gloves,chest))
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if(!piece) continue
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piece.icon_state = "[initial(icon_state)]"
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if(airtight)
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piece.flags &= ~STOPPRESSUREDAMAGE
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piece.flags &= ~AIRTIGHT
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if(airtight)
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piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
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update_icon(1)
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/obj/item/weapon/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant)
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@@ -269,9 +268,9 @@
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for(var/obj/item/piece in list(helmet,boots,gloves,chest))
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if(!piece) continue
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piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
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canremove = !seal_target
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canremove = !seal_target
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if(airtight)
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update_component_sealed()
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update_component_sealed()
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update_icon(1)
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return 0
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@@ -289,11 +288,10 @@
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/obj/item/weapon/rig/proc/update_component_sealed()
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for(var/obj/item/piece in list(helmet,boots,gloves,chest))
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if(canremove)
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piece.flags &= ~STOPPRESSUREDAMAGE
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piece.flags &= ~AIRTIGHT
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else
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piece.flags |= STOPPRESSUREDAMAGE
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piece.flags |= AIRTIGHT
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piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
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else
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piece.item_flags |= (STOPPRESSUREDAMAGE|AIRTIGHT)
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update_icon(1)
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/obj/item/weapon/rig/process()
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@@ -4,7 +4,8 @@
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/obj/item/clothing/head/helmet/space/rig
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name = "helmet"
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flags = HEADCOVERSMOUTH | THICKMATERIAL
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flags = HEADCOVERSMOUTH
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item_flags = THICKMATERIAL
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
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body_parts_covered = HEAD|FACE|EYES
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heat_protection = HEAD|FACE|EYES
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@@ -15,7 +16,7 @@
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/obj/item/clothing/gloves/rig
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name = "gauntlets"
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flags = THICKMATERIAL
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item_flags = THICKMATERIAL
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body_parts_covered = HANDS
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heat_protection = HANDS
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cold_protection = HANDS
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@@ -38,7 +39,7 @@
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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flags_inv = HIDEJUMPSUIT|HIDETAIL
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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slowdown = 0
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//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
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breach_threshold = 38
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@@ -8,7 +8,7 @@
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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emp_protection = 10
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slowdown = 0
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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offline_slowdown = 0
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offline_vision_restriction = 0
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@@ -6,7 +6,8 @@
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name = "Space helmet"
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icon_state = "space"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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flags = HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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flags = HEADCOVERSMOUTH
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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flags_inv = BLOCKHAIR
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item_state_slots = list(
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slot_l_hand_str = "s_helmet",
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@@ -55,7 +56,7 @@
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.02
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
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slowdown = 3
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@@ -2,7 +2,7 @@
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/obj/item/clothing/suit/armor
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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)
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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flags = THICKMATERIAL
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item_flags = THICKMATERIAL
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cold_protection = UPPER_TORSO|LOWER_TORSO
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min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
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@@ -70,7 +70,7 @@
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item_state = "swat_suit"
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.01
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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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)
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slowdown = 1
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@@ -21,7 +21,7 @@
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
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slowdown = 1.0
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
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flags = STOPPRESSUREDAMAGE
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item_flags = STOPPRESSUREDAMAGE
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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@@ -153,7 +153,7 @@
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.shoes && H.shoes.flags & NOSLIP)
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if(H.shoes && H.shoes.item_flags & NOSLIP)
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return
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M.stop_pulling()
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@@ -73,7 +73,7 @@
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var/can_grab = 1
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if(istype(victim, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = victim
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if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
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if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.item_flags & NOSLIP))
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can_grab = 0
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if(can_grab)
|
||||
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
if(internal)
|
||||
if (!contents.Find(internal))
|
||||
internal = null
|
||||
if (!(wear_mask && (wear_mask.flags & AIRTIGHT)))
|
||||
if (!(wear_mask && (wear_mask.item_flags & AIRTIGHT)))
|
||||
internal = null
|
||||
if(internal)
|
||||
if (internals)
|
||||
@@ -65,7 +65,7 @@
|
||||
|
||||
//Handle possble chem smoke effect
|
||||
/mob/living/carbon/proc/handle_chemical_smoke(var/datum/gas_mixture/environment)
|
||||
if(wear_mask && (wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
if(wear_mask && (wear_mask.item_flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
return
|
||||
|
||||
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
|
||||
|
||||
@@ -1225,10 +1225,10 @@
|
||||
else
|
||||
switch(target_zone)
|
||||
if("head")
|
||||
if(head && head.flags & THICKMATERIAL)
|
||||
if(head && head.item_flags & THICKMATERIAL)
|
||||
. = 0
|
||||
else
|
||||
if(wear_suit && wear_suit.flags & THICKMATERIAL)
|
||||
if(wear_suit && wear_suit.item_flags & THICKMATERIAL)
|
||||
. = 0
|
||||
if(!. && error_msg && user)
|
||||
if(!fail_msg)
|
||||
@@ -1301,7 +1301,7 @@
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
|
||||
if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
|
||||
if((species.flags & NO_SLIP) || (shoes && (shoes.item_flags & NOSLIP)))
|
||||
return 0
|
||||
..(slipped_on,stun_duration)
|
||||
|
||||
@@ -1369,6 +1369,6 @@
|
||||
handle_regular_hud_updates()
|
||||
|
||||
/mob/living/carbon/human/Check_Shoegrip()
|
||||
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP)) //magboots + dense_object = no floating
|
||||
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP)) //magboots + dense_object = no floating
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -97,7 +97,7 @@
|
||||
prob_slip = 0 // Changing this to zero to make it line up with the comment, and also, make more sense.
|
||||
|
||||
//Do we have magboots or such on if so no slip
|
||||
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP))
|
||||
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP))
|
||||
prob_slip = 0
|
||||
|
||||
//Check hands and mod slip
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
|
||||
var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
|
||||
|
||||
if(wear_suit && (wear_suit.flags & STOPPRESSUREDAMAGE) && head && (head.flags & STOPPRESSUREDAMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
|
||||
if(wear_suit && (wear_suit.item_flags & STOPPRESSUREDAMAGE) && head && (head.item_flags & STOPPRESSUREDAMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
|
||||
pressure_adjustment_coefficient = 0
|
||||
|
||||
// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
|
||||
@@ -303,11 +303,11 @@
|
||||
/** breathing **/
|
||||
|
||||
/mob/living/carbon/human/handle_chemical_smoke(var/datum/gas_mixture/environment)
|
||||
if(wear_mask && (wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
if(wear_mask && (wear_mask.item_flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
return
|
||||
if(glasses && (glasses.flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
if(glasses && (glasses.item_flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
return
|
||||
if(head && (head.flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
if(head && (head.item_flags & BLOCK_GAS_SMOKE_EFFECT))
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -328,7 +328,7 @@
|
||||
if(!rig.offline && (rig.air_supply && internal == rig.air_supply))
|
||||
rig_supply = rig.air_supply
|
||||
|
||||
if (!rig_supply && (!contents.Find(internal) || !((wear_mask && (wear_mask.flags & AIRTIGHT)) || (head && (head.flags & AIRTIGHT)))))
|
||||
if (!rig_supply && (!contents.Find(internal) || !((wear_mask && (wear_mask.item_flags & AIRTIGHT)) || (head && (head.item_flags & AIRTIGHT)))))
|
||||
internal = null
|
||||
|
||||
if(internal)
|
||||
|
||||
@@ -15,7 +15,7 @@ var/const/MAX_ACTIVE_TIME = 400
|
||||
icon_state = "facehugger"
|
||||
item_state = "facehugger"
|
||||
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
|
||||
flags = MASKCOVERSMOUTH | AIRTIGHT | PROXMOVE
|
||||
flags = MASKCOVERSMOUTH | PROXMOVE
|
||||
body_parts_covered = FACE|EYES
|
||||
throw_range = 5
|
||||
|
||||
|
||||
@@ -346,7 +346,7 @@
|
||||
var/damage_mod = 1
|
||||
//presumably, if they are wearing a helmet that stops pressure effects, then it probably covers the throat as well
|
||||
var/obj/item/clothing/head/helmet = get_equipped_item(slot_head)
|
||||
if(istype(helmet) && (helmet.body_parts_covered & HEAD) && (helmet.flags & STOPPRESSUREDAMAGE))
|
||||
if(istype(helmet) && (helmet.body_parts_covered & HEAD) && (helmet.item_flags & STOPPRESSUREDAMAGE))
|
||||
//we don't do an armor_check here because this is not an impact effect like a weapon swung with momentum, that either penetrates or glances off.
|
||||
damage_mod = 1.0 - (helmet.armor["melee"]/100)
|
||||
|
||||
|
||||
@@ -451,8 +451,8 @@
|
||||
if(!Check_Dense_Object()) //Nothing to push off of so end here
|
||||
update_floating(0)
|
||||
return 0
|
||||
|
||||
update_floating(1)
|
||||
|
||||
update_floating(1)
|
||||
|
||||
if(restrained()) //Check to see if we can do things
|
||||
return 0
|
||||
@@ -478,10 +478,10 @@
|
||||
|
||||
if(istype(turf,/turf/simulated/floor)) // Floors don't count if they don't have gravity
|
||||
var/area/A = turf.loc
|
||||
if(istype(A) && A.has_gravity == 0)
|
||||
if(istype(A) && A.has_gravity == 0)
|
||||
if(shoegrip == null)
|
||||
shoegrip = Check_Shoegrip() //Shoegrip is only ever checked when a zero-gravity floor is encountered to reduce load
|
||||
if(!shoegrip)
|
||||
if(!shoegrip)
|
||||
continue
|
||||
|
||||
dense_object++
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
src << "<span class = 'warning'>The [S] pulls \the [hand] from your grip!</span>"
|
||||
apply_effect(current_size * 3, IRRADIATE)
|
||||
if(shoes)
|
||||
if(shoes.flags & NOSLIP) return 0
|
||||
if(shoes.item_flags & NOSLIP) return 0
|
||||
..()
|
||||
|
||||
/obj/singularity_act()
|
||||
|
||||
Reference in New Issue
Block a user