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* makes the suit * Update explorer_gear.dm * new sprites * Update explorer_gear.dm * Update explorer_gear.dm * Update explorer_gear.dm
142 lines
5.7 KiB
Plaintext
142 lines
5.7 KiB
Plaintext
/****************Explorer's Suit and Mask****************/
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/obj/item/clothing/suit/hooded/explorer
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name = "explorer suit"
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desc = "An armoured suit for exploring harsh environments."
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icon_state = "explorer"
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item_state = "explorer"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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cold_protection = CHEST|GROIN|LEGS|ARMS
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|ARMS
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flags_inv = HIDEGLOVES|HIDESHOES
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flags_prot = HIDEJUMPSUIT
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hoodtype = /obj/item/clothing/head/hooded/explorer
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armor = list(MELEE = 25, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10)
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resistance_flags = FIRE_PROOF
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mutantrace_variation = DIGITIGRADE_VARIATION
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/obj/item/clothing/head/hooded/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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body_parts_covered = HEAD
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flags_inv = HIDEHAIR|HIDEEARS // hoods don't hide your face, silly
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flags_prot = HIDEHAIR
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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armor = list(MELEE = 25, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10)
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resistance_flags = FIRE_PROOF
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var/adjusted = NORMAL_STYLE
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/obj/item/clothing/suit/hooded/explorer/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/armor_plate)
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allowed |= GLOB.mining_allowed
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/obj/item/clothing/head/hooded/explorer/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/armor_plate)
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/obj/item/clothing/head/hooded/explorer/verb/hood_adjust()
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set name = "Adjust Hood Style"
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set category = null
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set src in usr
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switch(adjusted)
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if(NORMAL_STYLE)
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adjusted = ALT_STYLE
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to_chat(usr, span_notice("You adjust the hood to wear it more casually."))
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flags_inv &= ~HIDEHAIR
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if(ALT_STYLE)
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adjusted = NORMAL_STYLE
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to_chat(usr, span_notice("You adjust the hood back to normal."))
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flags_inv |= HIDEHAIR
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.update_hair()
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H.update_body()
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/obj/item/clothing/mask/gas/explorer
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name = "explorer gas mask"
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desc = "A military-grade gas mask that can be connected to an air supply."
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icon_state = "gas_mining"
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visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
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visor_flags_inv = HIDEFACIALHAIR
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visor_flags_cover = MASKCOVERSMOUTH
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mutantrace_adjusted = DIGITIGRADE_VARIATION
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mutantrace_variation = DIGITIGRADE_VARIATION
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actions_types = list(/datum/action/item_action/adjust)
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armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, RAD = 0, FIRE = 20, ACID = 40, WOUND = 5)
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
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adjustmask(user)
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/obj/item/clothing/mask/gas/explorer/adjustmask(user)
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..()
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w_class = mask_adjusted ? WEIGHT_CLASS_NORMAL : WEIGHT_CLASS_SMALL
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/obj/item/clothing/mask/gas/explorer/folded/Initialize(mapload)
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. = ..()
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adjustmask()
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/obj/item/clothing/suit/space/hostile_environment
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name = "H.E.C.K. suit"
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desc = "Hostile Environment Cross-Kinetic Suit: A suit designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner."
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icon_state = "hostile_env"
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item_state = "hostile_env"
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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slowdown = 0
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armor = list(MELEE = 75, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 75, BIO = 100, RAD = 60, FIRE = 100, ACID = 100)
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/obj/item/clothing/suit/space/hostile_environment/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/spraycan_paintable)
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START_PROCESSING(SSobj, src)
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allowed |= GLOB.mining_allowed
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/obj/item/clothing/suit/space/hostile_environment/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/clothing/suit/space/hostile_environment/process(delta_time)
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var/mob/living/carbon/C = loc
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if(istype(C) && DT_PROB(1, delta_time)) //cursed by bubblegum
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if(DT_PROB(7.5, delta_time))
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new /datum/hallucination/oh_yeah(C)
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to_chat(C, span_colossus("<b>[pick("I AM IMMORTAL.","I SHALL TAKE BACK WHAT'S MINE.","I SEE YOU.","YOU CANNOT ESCAPE ME FOREVER.","DEATH CANNOT HOLD ME.")]</b>"))
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else
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to_chat(C, span_warning("[pick("You hear faint whispers.","You smell ash.","You feel hot.","You hear a roar in the distance.")]"))
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/obj/item/clothing/head/helmet/space/hostile_environment
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name = "H.E.C.K. helmet"
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desc = "Hostile Environiment Cross-Kinetic Helmet: A helmet designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner."
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icon_state = "hostile_env"
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item_state = "hostile_env"
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w_class = WEIGHT_CLASS_NORMAL
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
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armor = list(MELEE = 75, BULLET = 10, LASER = 10, ENERGY =10, BOMB = 75, BIO = 100, RAD = 60, FIRE = 100, ACID = 100)
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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/obj/item/clothing/head/helmet/space/hostile_environment/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/spraycan_paintable)
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update_appearance(UPDATE_ICON)
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/obj/item/clothing/head/helmet/space/hostile_environment/update_overlays()
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. = ..()
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var/mutable_appearance/glass_overlay = mutable_appearance(icon, "hostile_env_glass")
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glass_overlay.appearance_flags = RESET_COLOR
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. += glass_overlay
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/obj/item/clothing/head/helmet/space/hostile_environment/worn_overlays(mutable_appearance/standing, isinhands = FALSE, icon_file)
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. = ..()
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if(isinhands)
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return
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var/mutable_appearance/M = mutable_appearance(worn_icon, "hostile_env_glass")
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M.appearance_flags = RESET_COLOR
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. += M
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