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VOREStation/code/modules/clothing/spacesuits/void/void_vr.dm
T
Killian 6e463de693 clothing _vr dmi cleanup: hats and headwear [IDB IGNORE] (#18348)
* _vr dmi cleanup: backpacks, bags, and belts

* _vr dmi cleanup: backpacks, bags, and belts

* dmi cleanup: ears/headsets

* clothing _vr dmi cleanup: hats and headgear

* Update rig_pieces.dm

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-10 21:47:18 -04:00

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//
// Because of our custom change in update_icons, we cannot rely upon the normal
// method of switching sprites when refitting (which is to have the referitter
// set the value of icon_override). Therefore we use the sprite sheets method
// instead.
//
/obj/item/clothing/head/helmet/space/void
species_restricted = list(SPECIES_HUMAN, SPECIES_RAPALA, SPECIES_VASILISSAN, SPECIES_ALRAUNE, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA)
/obj/item/clothing/suit/space/void
species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_RAPALA, SPECIES_VASILISSAN, SPECIES_ALRAUNE, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA)
/obj/item/clothing/head/helmet/space/void/heck
name = "\improper H.E.C.K. helmet"
desc = "Hostile Environiment Cross-Kinetic Helmet: A helmet designed to withstand the wide variety of hazards from \[REDACTED\]. It wasn't enough for its last owner."
icon_state = "hostile_env"
item_state = "hostile_env"
armor = list(melee = 60, bullet = 35, laser = 35, energy = 15, bomb = 55, bio = 100, rad = 20)
/obj/item/clothing/head/helmet/space/void/heck/Initialize(mapload)
. = ..()
var/mutable_appearance/glass_overlay = mutable_appearance(icon, "hostile_env_glass")
glass_overlay.appearance_flags = RESET_COLOR
add_overlay(glass_overlay)
/obj/item/clothing/head/helmet/space/void/heck/apply_accessories(var/image/standing)
. = ..()
var/mutable_appearance/glass_overlay = mutable_appearance(icon_override, "hostile_env_glass")
glass_overlay.appearance_flags = KEEP_APART|RESET_COLOR
standing.add_overlay(glass_overlay)
return standing
/obj/item/clothing/suit/space/void/heck
name = "\improper H.E.C.K. suit"
desc = "Hostile Environment Cross-Kinetic Suit: A suit designed to withstand the wide variety of hazards from \[REDACTED\]. It wasn't enough for its last owner."
icon_state = "hostile_env"
item_state = "hostile_env"
slowdown = 1.5
armor = list(melee = 60, bullet = 35, laser = 35, energy = 15, bomb = 55, bio = 100, rad = 20)
/obj/item/clothing/head/helmet/space/void/syndicate_contract
name = "syndicate contract helmet"
desc = "A free helmet, gifted you by your new not-quite-corporate master!"
icon_state = "syndicate-contract"
item_state = "syndicate-contract"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.6
camera_networks = list(NETWORK_MERCENARY)
/obj/item/clothing/suit/space/void/syndicate_contract
name = "syndicate contract suit"
desc = "A free suit, gifted you by your new not-quite-corporate master!"
icon_state = "syndicate-contract"
item_state = "syndicate-contract"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.6
/obj/item/clothing/head/helmet/space/void/chrono
name = "chrono-helmet"
desc = "From out of space and time, this helmet will protect you while you perform your duties."
icon_state = "chronohelmet"
item_state = "chronohelmet"
/obj/item/clothing/suit/space/void/chrono
name = "chrono-suit"
desc = "From out of space and time, this helmet will protect you while you perform your duties."
icon_state = "chronosuit"
item_state = "chronosuit"
/obj/item/clothing/suit/space/void/autolok
name = "AutoLok pressure suit"
desc = "A high-tech snug-fitting pressure suit. Fits any species. It offers very little physical protection, but is equipped with sensors that will automatically deploy the integral helmet to protect the wearer."
icon_state = "autoloksuit"
item_state = "autoloksuit"
item_state_slots = list(slot_r_hand_str = "space_suit_syndicate", slot_l_hand_str = "space_suit_syndicate")
armor = list(melee = 15, bullet = 5, laser = 5,energy = 5, bomb = 5, bio = 100, rad = 80)
slowdown = 0.5
siemens_coefficient = 1
species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt
breach_threshold = 6 //this thing is basically tissue paper
w_class = ITEMSIZE_NORMAL //if it's snug, high-tech, and made of relatively soft materials, it should be much easier to store!
default_worn_icon = 'icons/inventory/suit/mob.dmi'
sprite_sheets = ALL_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = null
/obj/item/clothing/suit/space/void/autolok/Initialize(mapload)
. = ..()
hood = new /obj/item/clothing/head/helmet/space/void/autolok //autoinstall the helmet
//override the attackby screwdriver proc so that people can't remove the helmet
/obj/item/clothing/suit/space/void/autolok/attackby(obj/item/W, mob/user)
if(!isliving(user))
return
if(istype(W, /obj/item/clothing/accessory) || istype(W, /obj/item/hand_labeler))
return ..()
if(user.get_inventory_slot(src) == slot_wear_suit)
to_chat(user, span_warning("You cannot modify \the [src] while it is being worn."))
return
if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(boots || tank || cooler)
var/choice = tgui_input_list(user, "What component would you like to remove?", "Remove Component", list(boots,tank,cooler))
if(!choice) return
if(choice == tank) //No, a switch doesn't work here. Sorry. ~Techhead
to_chat(user, "You pop \the [tank] out of \the [src]'s storage compartment.")
tank.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.tank = null
else if(choice == cooler)
to_chat(user, "You pop \the [cooler] out of \the [src]'s storage compartment.")
cooler.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.cooler = null
else if(choice == boots)
to_chat(user, "You detach \the [boots] from \the [src]'s boot mounts.")
boots.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.boots = null
else
to_chat(user, "\The [src] does not have anything installed.")
return
..()
/obj/item/clothing/head/helmet/space/void/autolok
name = "AutoLok pressure helmet"
desc = "A rather close-fitting helmet designed to protect the wearer from hazardous conditions. Automatically deploys when the suit's sensors detect an environment that is hazardous to the wearer."
icon_state = "autolokhelmet"
item_state = "autolokhelmet"
species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt too
flags_inv = HIDEEARS|BLOCKHAIR //removed HIDEFACE/MASK/EYES flags so sunglasses or facemasks don't disappear. still gotta have BLOCKHAIR or it'll clip out tho.
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = null