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VOREStation/code/modules/clothing/head/helmet_vr.dm
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/obj/item/clothing/head/helmet/solgov
name = "peacekeeper helmet"
desc = "A helmet painted in Peacekeeper blue. Stands out like a sore thumb."
/obj/item/clothing/head/helmet/solgov/command
name = "peacekeeper commander helmet"
desc = "A more sophisticated helmet painted in Peacekeeper blue. Stands out like a sore thumb."
/obj/item/clothing/head/helmet/combat/USDF
name = "marine helmet"
desc = "If you wanna to keep your brain inside yo' head, you'd best put this on!"
icon_state = "unsc_helm"
item_state = "unsc_helm"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/mob_vr.dmi'
/obj/item/clothing/head/helmet/combat/imperial
name = "imperial soldier helmet"
desc = "Veni, vidi, vici; I came, I saw, I conquered."
icon_state = "ge_helm"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/mob_vr.dmi'
/obj/item/clothing/head/helmet/combat/imperial/centurion
name = "imperial centurion helmet"
desc = "Vendi, vidi, visa; I came, I saw, I realised this hat was too expensive."
icon_state = "ge_helmcent"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/mob_vr.dmi'
// Armor Versions Here
/obj/item/clothing/head/helmet/combat/crusader
name = "crusader helmet"
desc = "ye olde armored helmet"
icon_state = "crusader"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/item_vr.dmi'
armor = list(melee = 80, bullet = 50, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 2
/obj/item/clothing/head/helmet/combat/bedevere
name = "bedevere's helmet"
desc = "ye olde armored helmet"
icon_state = "bedevere_helmet"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/item_vr.dmi'
armor = list(melee = 80, bullet = 50, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
tint = TINT_HEAVY
siemens_coefficient = 2
var/base_state
var/up = FALSE
/obj/item/clothing/head/helmet/combat/bedevere/attack_self()
toggle()
/obj/item/clothing/head/helmet/combat/bedevere/verb/toggle()
set category = "Object"
set name = "Adjust helmet visor"
set src in usr
if(!base_state)
base_state = icon_state
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
body_parts_covered |= (EYES|FACE)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = base_state
tint = initial(tint)
to_chat(usr, "You flip the [src] down to protect yourself from the horrors of this universe. Narry a creature shall harm you with its beams of light.")
playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
else
src.up = !src.up
body_parts_covered &= ~(EYES|FACE)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[base_state]_up"
tint = TINT_NONE
to_chat(usr, "You push the [src] up out of your face, ineffectively clearing your vision.")
playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
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()
// Costume Versions Here
/obj/item/clothing/head/helmet/combat/crusader_costume
name = "crusader costume helmet"
desc = "ye olde armored helmet"
icon_state = "crusader"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/item_vr.dmi'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1
/obj/item/clothing/head/helmet/combat/bedevere_costume
name = "bedevere's costume helmet"
desc = "ye olde armored helmet"
icon_state = "bedevere_helmet"
icon = 'icons/inventory/head/item_vr.dmi'
icon_override = 'icons/inventory/head/item_vr.dmi'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
tint = TINT_HEAVY
siemens_coefficient = 1
var/base_state
var/up = FALSE
/obj/item/clothing/head/helmet/combat/bedevere_costume/attack_self()
toggle()
/obj/item/clothing/head/helmet/combat/bedevere_costume/verb/toggle()
set category = "Object"
set name = "Adjust helmet visor"
set src in usr
if(!base_state)
base_state = icon_state
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
body_parts_covered |= (EYES|FACE)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = base_state
tint = initial(tint)
to_chat(usr, "You flip the [src] down to protect yourself from the horrors of this universe. Narry a creature shall harm you with its beams of light.")
playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
else
src.up = !src.up
body_parts_covered &= ~(EYES|FACE)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[base_state]_up"
tint = TINT_NONE
to_chat(usr, "You push the [src] up out of your face, ineffectively clearing your vision.")
playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
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()