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* ipc cooling rework * forgor to allow the IPC tanks into suit storages * missed a few * yikes * as requested * remove smoke effect, may add later
49 lines
1.7 KiB
Plaintext
49 lines
1.7 KiB
Plaintext
/obj/item/clothing/suit
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/tank/internals/ipc_coolant)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
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drop_sound = 'sound/items/handling/cloth_drop.ogg'
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pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
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slot_flags = ITEM_SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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var/mutantrace_variation = NO_MUTANTRACE_VARIATION
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var/adjusted = NORMAL_STYLE
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limb_integrity = 0 // disabled for most exo-suits
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(HAS_BLOOD_DNA(src))
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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if(istype(U) && U.attached_accessory)
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var/obj/item/clothing/accessory/A = U.attached_accessory
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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/obj/item/clothing/suit/equipped(mob/user, slot)
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..()
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if(adjusted)
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adjusted = NORMAL_STYLE
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if(mutantrace_variation && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = DIGITIGRADE_STYLE
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H.update_inv_w_uniform()
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