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* Update wanted_message.json * Update yogs_ion_laws.json * this too * Update cryopod.dm * Update headset.dm * Update topic.dm * Update nuclearbomb.dm * Update corpse.dm * Update expressconsole.dm * Update jobs.dm * Update miscellaneous.dm * Update captain.dm * Update machine_vending.dm * Update gimmick_objectives.txt * Update infiltration.dm * Update parts.dm * think I did this right * no apparently I didn't if this works, it only dies on mapping stuff * fixed? * tests the linter to see if the grep catches this * test didn't work, reverts last commit * test #2: does it detect case sensitivity? * test worked, I think it's done! * Update check_grep.sh * Update check_grep.sh * Update check_grep.sh
354 lines
13 KiB
Plaintext
354 lines
13 KiB
Plaintext
//defines the drill hat's yelling setting
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#define DRILL_DEFAULT "default"
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#define DRILL_SHOUTING "shouting"
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#define DRILL_YELLING "yelling"
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#define DRILL_CANADIAN "canadian"
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//Chef
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/obj/item/clothing/head/chefhat
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name = "chef's hat"
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item_state = "chefhat" //yogs - changed from "chef" to "chefhat"
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icon_state = "chef"
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desc = "The commander in chef's head wear."
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strip_delay = 10
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equip_delay_other = 10
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dynamic_hair_suffix = ""
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dog_fashion = /datum/dog_fashion/head/chef
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/obj/item/clothing/head/chefhat/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef."))
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user.say("Bork Bork Bork!", forced = "chef hat suicide")
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sleep(2 SECONDS)
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user.visible_message(span_suicide("[user] climbs into an imaginary oven!"))
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user.say("BOOORK!", forced = "chef hat suicide")
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playsound(user, 'sound/machines/ding.ogg', 50, 1)
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return(FIRELOSS)
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//Captain
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/obj/item/clothing/head/caphat
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name = "captain's hat"
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desc = "It's good to be the king."
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icon_state = "captain"
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item_state = "that"
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flags_inv = 0
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armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 5)
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strip_delay = 60
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dog_fashion = /datum/dog_fashion/head/captain
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//Captain: This is no longer space-worthy
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/obj/item/clothing/head/caphat/parade
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name = "captain's parade cap"
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desc = "Worn only by Captains with an abundance of class."
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icon_state = "capcap"
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dog_fashion = null
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//Head of Personnel
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/obj/item/clothing/head/hopcap
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name = "head of personnel's cap"
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icon_state = "hopcap"
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desc = "The symbol of true bureaucratic micromanagement."
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armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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dog_fashion = /datum/dog_fashion/head/hop
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//Chaplain
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/obj/item/clothing/head/nun_hood
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name = "nun hood"
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desc = "Maximum piety in this star system."
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icon_state = "nun_hood"
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flags_inv = HIDEHAIR
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flags_cover = HEADCOVERSEYES
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/obj/item/clothing/head/bishopmitre
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name = "bishop mitre"
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desc = "An opulent hat that functions as a radio to God. Or as a lightning rod, depending on who you ask."
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icon_state = "bishopmitre"
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//Detective
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/obj/item/clothing/head/fedora/det_hat
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name = "detective's fedora"
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desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat. Woven with lightly protective fibers."
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armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 50, WOUND = 5)
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icon_state = "detective"
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var/candy_cooldown = 0
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pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/fedora/detective
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dog_fashion = /datum/dog_fashion/head/detective
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/obj/item/clothing/head/fedora/det_hat/Initialize(mapload)
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. = ..()
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new /obj/item/reagent_containers/food/drinks/flask/det(src)
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/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to take a candy corn.")
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/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
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if(user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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..()
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if(loc == user)
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if(candy_cooldown < world.time)
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var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src)
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user.put_in_hands(CC)
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to_chat(user, "You slip a candy corn from your hat.")
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candy_cooldown = world.time+1200
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else
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to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
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/obj/item/clothing/head/fedora/det_hat/grey
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name = "detective's grey fedora"
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desc = "A darker tone of P.I. headwear for those thick-skinned detectives. Woven with lightly protective fibers."
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icon_state = "fedora"
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/obj/item/clothing/head/det_hat/evil
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name = "suspicious fedora"
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icon_state = "syndicate_fedora"
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desc = "A suspicious black fedora with a red band. It can be activated in-hand to extend or retract razor blades which cause significant damage when thrown. Also heavily armored."
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armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 20)
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throw_speed = 4
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sharpness = SHARP_NONE
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hitsound = 'sound/weapons/genhit.ogg'
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attack_verb = list("poked", "tipped")
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embedding = list("embed_chance" = 0) //Zero percent chance to embed
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var/extended = 0
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var/mob/living/carbon/fedora_man
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var/returning = FALSE
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/obj/item/clothing/head/det_hat/evil/attack_self(mob/user)
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extended = !extended
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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if(extended)
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force = 15
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armour_penetration = 15
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throwforce = 40
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wound_bonus = -10
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bare_wound_bonus = 10
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sharpness = SHARP_EDGED
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w_class = WEIGHT_CLASS_BULKY //Kinda hard to put a razorblade hat in your bag innit
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icon_state = "syndicate_fedora_sharp"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut", "tipped")
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hitsound = 'sound/weapons/bladeslice.ogg'
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hattable = FALSE //So you don't accidentally throw it onto somebody's head instead of decapitating them
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item_flags = UNCATCHABLE //so it isn't just immediately caught
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else
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force = 0
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throwforce = 0
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sharpness = SHARP_NONE
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w_class = WEIGHT_CLASS_NORMAL
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icon_state = "syndicate_fedora"
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attack_verb = list("poked", "tipped")
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hitsound = 'sound/weapons/genhit.ogg'
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hattable = TRUE
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item_flags = NONE
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/obj/item/clothing/head/det_hat/evil/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(fedora_man && hit_atom == fedora_man)
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if(fedora_man.put_in_hands(src))
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fedora_man.throw_mode_on()
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return
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else
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return ..()
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. = ..()
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if(fedora_man && returning)
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returning = FALSE //only try to return once
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if(get_turf(src) == get_turf(fedora_man))//don't try to return if the tile it hit is literally under the thrower
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return
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addtimer(CALLBACK(src, PROC_REF(comeback)), 1, TIMER_UNIQUE)//delay the return by such a small amount
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/obj/item/clothing/head/det_hat/evil/proc/comeback()
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throw_at(fedora_man, throw_range+3, throw_speed)
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/obj/item/clothing/head/det_hat/evil/throw_at(atom/target, range, speed, mob/thrower, spin=0, diagonals_first = 0, datum/callback/callback, force, quickstart = TRUE)
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if(thrower && iscarbon(thrower))
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fedora_man = thrower
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fedora_man.changeNext_move(CLICK_CD_MELEE)//longer cooldown
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returning = TRUE
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. = ..()
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//Mime
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/obj/item/clothing/head/beret
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name = "beret"
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desc = "A beret, a mime's favorite headwear."
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icon_state = "beret"
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dog_fashion = /datum/dog_fashion/head/beret
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dynamic_hair_suffix = ""
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/obj/item/clothing/head/beret/vintage
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name = "vintage beret"
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desc = "A well-worn beret."
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icon_state = "vintageberet"
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dog_fashion = null
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/obj/item/clothing/head/beret/archaic
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name = "archaic beret"
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desc = "An absolutely ancient beret, allegedly worn by the first mime to ever step foot on a Nanotrasen station."
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icon_state = "archaicberet"
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dog_fashion = null
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/obj/item/clothing/head/beret/black
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name = "black beret"
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desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
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icon_state = "beretblack"
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/obj/item/clothing/head/beret/highlander
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desc = "That was white fabric. <i>Was.</i>"
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dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
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/obj/item/clothing/head/beret/highlander/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
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/obj/item/clothing/head/beret/emt
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name = "EMT beret"
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desc = "A beret with a dark turquoise color and a reflective cross on the top."
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icon_state = "emtberet"
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/obj/item/clothing/head/beret/emt/green
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name = "green EMT beret"
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desc = "A beret with a green color and a reflective cross on the top."
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icon_state = "emtgrberet"
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/obj/item/clothing/head/beret/durathread
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name = "durathread beret"
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desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
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icon_state = "beretdurathread"
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armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, ACID = 5, WOUND = 5)
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//Security
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/obj/item/clothing/head/HoS
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name = "head of security cap"
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desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
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icon_state = "hoscap"
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armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60, WOUND = 10)
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strip_delay = 80
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dynamic_hair_suffix = ""
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/obj/item/clothing/head/HoS/syndicate
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name = "syndicate cap"
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desc = "A black cap fit for a high ranking syndicate officer."
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/obj/item/clothing/head/HoS/beret
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name = "head of security beret"
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desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
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icon_state = "hosberetblack"
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/obj/item/clothing/head/HoS/beret/syndicate
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name = "syndicate beret"
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desc = "A black beret with thick armor padding inside. Stylish and robust."
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/obj/item/clothing/head/warden
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name = "warden's police hat"
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desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
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icon_state = "policehelm"
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armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 60, WOUND = 6)
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strip_delay = 60
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dog_fashion = /datum/dog_fashion/head/warden
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/obj/item/clothing/head/warden/drill
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name = "warden's campaign hat"
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desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
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icon_state = "wardendrill"
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item_state = "wardendrill"
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dog_fashion = null
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var/mode = DRILL_DEFAULT
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/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
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if(..())
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return TRUE
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switch(mode)
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if(DRILL_DEFAULT)
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to_chat(user, span_notice("You set the voice circuit to the middle position."))
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mode = DRILL_SHOUTING
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if(DRILL_SHOUTING)
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to_chat(user, span_notice("You set the voice circuit to the last position."))
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mode = DRILL_YELLING
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if(DRILL_YELLING)
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to_chat(user, span_notice("You set the voice circuit to the first position."))
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mode = DRILL_DEFAULT
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if(DRILL_CANADIAN)
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to_chat(user, span_danger("You adjust voice circuit but nothing happens, probably because it's broken."))
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return TRUE
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/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
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if(mode != DRILL_CANADIAN)
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to_chat(user, span_danger("You broke the voice circuit!"))
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mode = DRILL_CANADIAN
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return TRUE
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/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
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. = ..()
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if (slot == ITEM_SLOT_HEAD)
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RegisterSignal(M, COMSIG_MOB_SAY, PROC_REF(handle_speech))
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else
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UnregisterSignal(M, COMSIG_MOB_SAY)
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/obj/item/clothing/head/warden/drill/dropped(mob/M)
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. = ..()
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UnregisterSignal(M, COMSIG_MOB_SAY)
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/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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if(message[1] != "*")
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switch (mode)
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if(DRILL_SHOUTING)
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message += "!"
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if(DRILL_YELLING)
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message += "!!"
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if(DRILL_CANADIAN)
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message = " [message]"
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var/list/canadian_words = strings("canadian_replacement.json", "canadian")
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for(var/key in canadian_words)
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var/value = canadian_words[key]
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if(islist(value))
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value = pick(value)
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message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
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message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
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message = replacetextEx(message, " [key]", " [value]")
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if(prob(30))
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message += pick(", eh?", ", EH?")
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speech_args[SPEECH_MESSAGE] = message
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/obj/item/clothing/head/beret/sec
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name = "security beret"
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desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
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icon_state = "beret_badge"
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armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50, WOUND = 4)
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strip_delay = 60
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dog_fashion = null
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/obj/item/clothing/head/beret/sec/navyhos
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name = "head of security's beret"
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desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction."
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icon_state = "hosberet"
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/obj/item/clothing/head/beret/sec/navywarden
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name = "warden's beret"
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desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
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icon_state = "wardenberet"
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armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 50, WOUND = 6)
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strip_delay = 60
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/obj/item/clothing/head/beret/sec/navyofficer
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desc = "A special beret with the security insignia emblazoned on it. For officers with class."
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icon_state = "officerberet"
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/obj/item/clothing/head/beret/sec/centcom
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name = "\improper CentCom beret"
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desc = "A special beret with the Nanotrasen logo emblazoned on it. For where no man has gone before."
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icon_state = "official"
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//Curator
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/obj/item/clothing/head/fedora/curator
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name = "treasure hunter's fedora"
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desc = "You got red text today kid, but it doesn't mean you have to like it."
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icon_state = "curator"
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#undef DRILL_DEFAULT
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#undef DRILL_SHOUTING
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#undef DRILL_YELLING
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#undef DRILL_CANADIAN
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