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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
229 lines
9.4 KiB
Plaintext
229 lines
9.4 KiB
Plaintext
/obj/item/clothing/head/helmet
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name = "helmet"
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desc = "Standard Security gear. Protects the head from impacts."
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icon_state = "helmet"
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valid_accessory_slots = (ACCESSORY_SLOT_HELM_C)
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restricted_accessory_slots = (ACCESSORY_SLOT_HELM_C)
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flags = THICKMATERIAL
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
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flags_inv = HIDEEARS|BLOCKHEADHAIR
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min_cold_protection_temperature = HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.7
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w_class = ITEMSIZE_NORMAL
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ear_protection = 1
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drop_sound = 'sound/items/drop/helm.ogg'
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pickup_sound = 'sound/items/pickup/helm.ogg'
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/obj/item/clothing/head/helmet/solgov
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name = "\improper Solar Confederate Government helmet"
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desc = "A helmet painted in Peacekeeper blue. Stands out like a sore thumb."
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icon_state = "helmet_sol"
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armor = list(melee = 50, bullet = 50, laser = 50,energy = 25, bomb = 30, bio = 0, rad = 0)
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/solgov/command
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name = "command helmet"
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desc = "A helmet with 'Solar Confederate Government' printed on the back in gold lettering."
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icon_state = "helmet_command"
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/obj/item/clothing/head/helmet/solgov/security
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name = "security helmet"
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desc = "A helmet with 'MASTER AT ARMS' printed on the back in silver lettering."
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icon_state = "helmet_security"
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/obj/item/clothing/head/helmet/nt
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name = "\improper NanoTrasen helmet"
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desc = "A helmet with 'CORPORATE SECURITY' printed on the back in red lettering."
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icon_state = "helmet_nt"
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/obj/item/clothing/head/helmet/pcrc
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name = "\improper PCRC helmet"
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desc = "A helmet with 'PRIVATE SECURITY' printed on the back in cyan lettering."
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icon_state = "helmet_pcrc"
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/obj/item/clothing/head/helmet/tac
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name = "tactical helmet"
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desc = "A tan helmet made from advanced ceramic. Comfortable and robust."
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icon_state = "helmet_tac"
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armor = list(melee = 50, bullet = 60, laser = 60, energy = 45, bomb = 30, bio = 0, rad = 0)
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siemens_coefficient = 0.6
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/obj/item/clothing/head/helmet/merc
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name = "combat helmet"
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desc = "A heavily reinforced helmet painted with red markings. Feels like it could take a lot of punishment."
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icon_state = "helmet_merc"
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armor = list(melee = 70, bullet = 70, laser = 70, energy = 35, bomb = 30, bio = 0, rad = 0)
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siemens_coefficient = 0.5
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/obj/item/clothing/head/helmet/riot
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name = "riot helmet"
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desc = "It's a helmet specifically designed to protect against close range attacks."
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icon_state = "riot"
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item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
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armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.7
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valid_accessory_slots = null
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actions_types = list(/datum/action/item_action/toggle_visor)
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special_handling = TRUE
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/obj/item/clothing/head/helmet/riot/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(src.icon_state == initial(icon_state))
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src.icon_state = "[icon_state]up"
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to_chat(user, "You raise the visor on the riot helmet.")
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else
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src.icon_state = initial(icon_state)
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to_chat(user, "You lower the visor on the riot helmet.")
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update_clothing_icon() //so our mob-overlays update
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/obj/item/clothing/head/helmet/laserproof
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name = "ablative helmet"
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desc = "It's a helmet specifically designed to protect against energy projectiles."
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icon_state = "helmet_reflec"
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item_state_slots = list(slot_r_hand_str = "helmet", slot_l_hand_str = "helmet")
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armor = list(melee = 10, bullet = 10, laser = 80 ,energy = 50, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.1
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/bulletproof
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name = "bullet-resistant helmet"
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desc = "It's a helmet specifically designed to protect against ballistic projectiles."
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icon_state = "helmet_bulletproof"
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item_state_slots = list(slot_r_hand_str = "helmet", slot_l_hand_str = "helmet")
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armor = list(melee = 10, bullet = 80, laser = 10 ,energy = 10, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.7
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/combat
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name = "combat helmet"
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desc = "It's a general purpose combat helmet, designed to protect against typical dangers to your head."
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icon_state = "helmet_combat"
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item_state_slots = list(slot_r_hand_str = "helmet", slot_l_hand_str = "helmet")
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armor = list(melee = 50, bullet = 50, laser = 50 ,energy = 30, bomb = 30, bio = 0, rad = 0)
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flags_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR
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siemens_coefficient = 0.6
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/flexitac
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name = "tactical light helmet"
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desc = "A tan helmet made from advanced ceramic with an integrated tactical flashlight."
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icon_state = "flexitac"
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armor = list(melee = 40, bullet = 40, laser = 60, energy = 35, bomb = 30, bio = 0, rad = 0)
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siemens_coefficient = 0.6
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light_range = 6
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light_overlay = "helmet_light_dual_green"
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actions_types = list(/datum/action/item_action/toggle_head_light)
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min_cold_protection_temperature = T0C - 20
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cold_protection = HEAD
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/obj/item/clothing/head/helmet/explorer
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name = "explorer hood"
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desc = "An armoured hood for exploring harsh environments."
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icon_state = "explorer"
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flags = THICKMATERIAL
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.9
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 75, rad = 35)
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/obj/item/clothing/head/helmet/swat
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name = "\improper SWAT helmet"
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desc = "They're often used by highly trained SWAT Officers."
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icon_state = "swat"
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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_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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/obj/item/clothing/head/helmet/alien
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name = "alien helmet"
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desc = "It's quite larger than your head, but it might still protect it."
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icon_state = "alienhelmet"
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siemens_coefficient = 0.4
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 0, rad = 40)
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/alien/tank
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name = "alien warhelm"
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armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 70, bio = 0, rad = 40)
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/obj/item/clothing/head/helmet/thunderdome
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name = "\improper Thunderdome helmet"
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desc = span_italics("'Let the battle commence!'")
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icon_state = "thunderdome"
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 1
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/obj/item/clothing/head/helmet/gladiator
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name = "gladiator helmet"
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desc = "Ave, Imperator, morituri te salutant."
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icon_state = "gladiator"
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item_state_slots = list(slot_r_hand_str = "vhelmet", slot_l_hand_str = "vhelmet")
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
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siemens_coefficient = 1
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/tactical
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name = "tactical helmet"
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desc = "An armored helmet capable of being fitted with a multitude of attachments."
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icon_state = "swathelm"
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item_state_slots = list(slot_r_hand_str = "swat", slot_l_hand_str = "swat")
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sprite_sheets = list(
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SPECIES_TAJARAN = 'icons/inventory/head/mob_tajaran.dmi',
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SPECIES_UNATHI = 'icons/inventory/head/mob_unathi.dmi',
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)
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
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flags_inv = HIDEEARS|BLOCKHAIR
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siemens_coefficient = 0.7
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valid_accessory_slots = null
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/obj/item/clothing/head/helmet/augment
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name = "Augment Array"
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desc = "A helmet with optical and cranial augments coupled to it."
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icon_state = "v62"
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item_state_slots = list(slot_r_hand_str = "head_m", slot_l_hand_str = "head_m")
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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_inv = HIDEEARS|HIDEEYES|BLOCKHEADHAIR
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.5
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valid_accessory_slots = null
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//Non-hardsuit ERT helmets.
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/obj/item/clothing/head/helmet/ert
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name = "emergency response team helmet"
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desc = "An in-atmosphere helmet worn by members of the NanoTrasen Emergency Response Team. Protects the head from impacts."
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icon_state = "erthelmet_cmd"
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item_state_slots = list(slot_r_hand_str = "syndicate-helm-green", slot_l_hand_str = "syndicate-helm-green")
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armor = list(melee = 62, bullet = 50, laser = 50,energy = 35, bomb = 10, bio = 2, rad = 0)
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valid_accessory_slots = null
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//Commander
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/obj/item/clothing/head/helmet/ert/command
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name = "emergency response team commander helmet"
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desc = "An in-atmosphere helmet worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights."
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//Security
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/obj/item/clothing/head/helmet/ert/security
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name = "emergency response team security helmet"
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desc = "An in-atmosphere helmet worn by security members of the NanoTrasen Emergency Response Team. Has red highlights."
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icon_state = "erthelmet_sec"
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//Engineer
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/obj/item/clothing/head/helmet/ert/engineer
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name = "emergency response team engineer helmet"
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desc = "An in-atmosphere helmet worn by engineering members of the NanoTrasen Emergency Response Team. Has orange highlights."
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icon_state = "erthelmet_eng"
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//Medical
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/obj/item/clothing/head/helmet/ert/medical
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name = "emergency response team medical helmet"
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desc = "A set of armor worn by medical members of the NanoTrasen Emergency Response Team. Has red and white highlights."
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icon_state = "erthelmet_med"
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