mirror of
https://github.com/VOREStation/VOREStation.git
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143 lines
5.1 KiB
Plaintext
143 lines
5.1 KiB
Plaintext
/obj/item/clothing/head/helmet/solgov
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name = "peacekeeper helmet"
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desc = "A helmet painted in Peacekeeper blue. Stands out like a sore thumb."
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/obj/item/clothing/head/helmet/solgov/command
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name = "peacekeeper commander helmet"
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desc = "A more sophisticated helmet painted in Peacekeeper blue. Stands out like a sore thumb."
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/obj/item/clothing/head/helmet/combat/USDF
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name = "marine helmet"
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desc = "If you wanna to keep your brain inside yo' head, you'd best put this on!"
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icon_state = "unsc_helm"
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item_state = "unsc_helm"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/mob_vr.dmi'
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/obj/item/clothing/head/helmet/combat/imperial
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name = "imperial soldier helmet"
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desc = "Veni, vidi, vici; I came, I saw, I conquered."
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icon_state = "ge_helm"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/mob_vr.dmi'
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/obj/item/clothing/head/helmet/combat/imperial/centurion
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name = "imperial centurion helmet"
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desc = "Vendi, vidi, visa; I came, I saw, I realised this hat was too expensive."
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icon_state = "ge_helmcent"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/mob_vr.dmi'
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// Armor Versions Here
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/obj/item/clothing/head/helmet/combat/crusader
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name = "crusader helmet"
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desc = "ye olde armored helmet"
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icon_state = "crusader"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/item_vr.dmi'
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armor = list(melee = 80, bullet = 50, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 2
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/obj/item/clothing/head/helmet/combat/bedevere
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name = "bedevere's helmet"
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desc = "ye olde armored helmet"
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icon_state = "bedevere_helmet"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/item_vr.dmi'
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armor = list(melee = 80, bullet = 50, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
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tint = TINT_HEAVY
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siemens_coefficient = 2
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var/base_state
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var/up = FALSE
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/obj/item/clothing/head/helmet/combat/bedevere/attack_self()
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toggle()
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/obj/item/clothing/head/helmet/combat/bedevere/verb/toggle()
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set category = "Object"
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set name = "Adjust helmet visor"
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set src in usr
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if(!base_state)
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base_state = icon_state
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if(usr.canmove && !usr.stat && !usr.restrained())
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if(src.up)
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src.up = !src.up
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body_parts_covered |= (EYES|FACE)
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flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = base_state
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tint = initial(tint)
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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.")
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playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
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else
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src.up = !src.up
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body_parts_covered &= ~(EYES|FACE)
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = "[base_state]_up"
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tint = TINT_NONE
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to_chat(usr, "You push the [src] up out of your face, ineffectively clearing your vision.")
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playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
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update_clothing_icon() //so our mob-overlays
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if (ismob(src.loc)) //should allow masks to update when it is opened/closed
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var/mob/M = src.loc
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M.update_inv_wear_mask()
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usr.update_action_buttons()
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// Costume Versions Here
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/obj/item/clothing/head/helmet/combat/crusader_costume
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name = "crusader costume helmet"
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desc = "ye olde armored helmet"
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icon_state = "crusader"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/item_vr.dmi'
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 1
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/obj/item/clothing/head/helmet/combat/bedevere_costume
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name = "bedevere's costume helmet"
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desc = "ye olde armored helmet"
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icon_state = "bedevere_helmet"
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icon = 'icons/inventory/head/item_vr.dmi'
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icon_override = 'icons/inventory/head/item_vr.dmi'
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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tint = TINT_HEAVY
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siemens_coefficient = 1
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var/base_state
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var/up = FALSE
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/obj/item/clothing/head/helmet/combat/bedevere_costume/attack_self()
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toggle()
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/obj/item/clothing/head/helmet/combat/bedevere_costume/verb/toggle()
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set category = "Object"
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set name = "Adjust helmet visor"
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set src in usr
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if(!base_state)
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base_state = icon_state
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if(usr.canmove && !usr.stat && !usr.restrained())
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if(src.up)
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src.up = !src.up
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body_parts_covered |= (EYES|FACE)
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flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = base_state
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tint = initial(tint)
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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.")
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playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
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else
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src.up = !src.up
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body_parts_covered &= ~(EYES|FACE)
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flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_state = "[base_state]_up"
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tint = TINT_NONE
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to_chat(usr, "You push the [src] up out of your face, ineffectively clearing your vision.")
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playsound(src, 'sound/machines/hatch_open.ogg', 75, 1)
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update_clothing_icon() //so our mob-overlays
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if (ismob(src.loc)) //should allow masks to update when it is opened/closed
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var/mob/M = src.loc
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M.update_inv_wear_mask()
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usr.update_action_buttons() |