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2016-03-06 20:52:14 +01:00

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// SUITS
/obj/item/clothing/suit
name = "leather jacket"
desc = "Made from real Space Bovine, but don't call it cowhide under penalty of Article 5.P3RG."
icon = 'icons/obj/clothing/overcoats/item_suit.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit.dmi'
icon_state = "ljacket"
item_state = "ljacket"
var/fire_resist = T0C+100
var/over_hair = 0
var/over_all = 0 // shows up over all other clothes/hair/etc on people
flags = FPRINT | TABLEPASS
armor_value_bullet = 1 // multiplier
armor_value_melee = 2
cold_resistance = 5
heat_resistance = 5
w_class = 3.0
/obj/item/clothing/suit/hoodie
name = "hoodie"
desc = "Nice and comfy on those cold space evenings."
icon_state = "hoodie"
item_state = "hoodie"
cold_resistance = 10
var/hood = 0
attack_self(mob/user as mob)
src.hood = !(src.hood)
user.show_text("You flip [src]'s hood [src.hood ? "up" : "down"].")
if (src.hood)
src.over_hair = 1
src.icon_state = "hoodie-up"
src.item_state = "hoodie-up"
else
src.over_hair = 0
src.icon_state = "hoodie"
src.item_state = "hoodie"
/obj/item/clothing/suit/bio_suit
name = "bio suit"
desc = "A suit that protects against biological contamination."
icon_state = "bio_suit"
item_state = "bio_suit"
icon = 'icons/obj/clothing/overcoats/item_suit_hazard.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_hazard.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_hazard.dmi'
var/armored = 0
body_parts_covered = TORSO|LEGS|ARMS
permeability_coefficient = 0.01
heat_transfer_coefficient = 0.30
disease_resistance = 50
cold_resistance = 15
heat_resistance = 15
armor_value_bullet = 1.5
armor_value_melee = 2
over_hair = 1
/obj/item/clothing/suit/bio_suit/attackby(obj/item/W, mob/user)
var/turf/T = usr.loc
if(istype(W, /obj/item/clothing/suit/armor/vest))
boutput(usr, "<span style=\"color:blue\">You attach [W] to [src].</span>")
if (istype(src, /obj/item/clothing/suit/bio_suit/paramedic))
new/obj/item/clothing/suit/bio_suit/paramedic/armored(T)
else
new/obj/item/clothing/suit/bio_suit/armored(T)
qdel(W)
qdel(src)
/obj/item/clothing/suit/bio_suit/paramedic
name = "paramedic suit"
desc = "A protective padded suit for emergency response personnel. Offers limited thermal and biological protection."
icon_state = "paramedic"
item_state = "paramedic"
permeability_coefficient = 0.1
body_parts_covered = TORSO|LEGS|ARMS
protective_temperature = 3000
heat_transfer_coefficient = 0.05
armor_value_bullet = 1.9
armor_value_melee = 3
over_hair = 0
/obj/item/clothing/suit/bio_suit/armored
name = "armored bio suit"
desc = "A suit that protects against biological contamination. Somebody slapped some armor onto the chest."
icon_state = "armorbio"
item_state = "armorbio"
c_flags = ONESIZEFITSALL
armor_value_bullet = 2.5
armor_value_melee = 5
/obj/item/clothing/suit/bio_suit/armored/nt
name = "\improper NT bio suit"
desc = "An armored biosuit that protects against biological contamination and toolboxes."
icon_state = "ntbio"
item_state = "ntbio"
c_flags = ONESIZEFITSALL
armor_value_bullet = 2.5
armor_value_melee = 5
/obj/item/clothing/suit/bio_suit/paramedic/armored
name = "armored paramedic suit"
desc = "A protective padded suit for emergency response personnel. Offers limited thermal and biological protection. Somebody slapped some armor onto the chest."
icon_state = "para_armor"
item_state = "paramedic"
c_flags = ONESIZEFITSALL
armor_value_bullet = 2.9
armor_value_melee = 6
/obj/item/clothing/suit/space/suv
name = "\improper SUV suit"
desc = "Engineered to do some doohickey with radiation or something. Man this thing is cool."
icon = 'icons/obj/clothing/overcoats/item_suit_gimmick.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_gimmick.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_gimmick.dmi'
icon_state = "hev"
item_state = "hev"
radproof = 1
c_flags = ONESIZEFITSALL | SPACEWEAR
body_parts_covered = TORSO|LEGS|ARMS
armor_value_bullet = 3
armor_value_melee = 5
/obj/item/clothing/suit/rad // re-added for Russian Station as there is a permarads area there!
name = "\improper Class II radiation suit"
desc = "An old Soviet radiation suit made of 100% space asbestos. It's good for you!"
icon_state = "rad"
item_state = "rad"
icon = 'icons/obj/clothing/overcoats/item_suit_hazard.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_hazard.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_hazard.dmi'
radproof = 1
c_flags = ONESIZEFITSALL
body_parts_covered = TORSO|LEGS|ARMS
permeability_coefficient = 0.005
heat_transfer_coefficient = 0.10
movement_speed_mod = 0.6
armor_value_bullet = 1.5
armor_value_melee = 5
over_hair = 1
cold_resistance = 15
heat_resistance = 30
/obj/item/clothing/suit/det_suit
name = "coat"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det_suit"
body_parts_covered = TORSO|LEGS|ARMS
armor_value_bullet = 1.3
armor_value_melee = 2
/obj/item/clothing/suit/det_suit/beepsky
name = "worn jacket"
desc = "This tattered jacket has seen better days."
icon = 'icons/obj/clothing/overcoats/item_suit_armor.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_armor.dmi'
icon_state = "ntarmor"
armor_value_bullet = 1.3
armor_value_melee = 2
/obj/item/clothing/suit/judgerobe
name = "judge's robe"
desc = "This robe commands authority."
icon_state = "judge"
item_state = "judge"
body_parts_covered = TORSO|LEGS|ARMS
/obj/item/clothing/suit/chef
name = "chef's coat"
desc = "BuRK BuRK BuRK - Bork Bork Bork!"
icon_state = "chef"
item_state = "chef"
body_parts_covered = TORSO|LEGS|ARMS
heat_resistance = 10
/obj/item/clothing/suit/apron
name = "apron"
desc = "A protective frontal garment designed to guard clothing against spills."
icon_state = "sousapron"
item_state = "sousapron"
body_parts_covered = TORSO
permeability_coefficient = 0.70
/obj/item/clothing/suit/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills and biohazards."
icon_state = "labcoat"
item_state = "labcoat"
body_parts_covered = TORSO|ARMS
permeability_coefficient = 0.25
heat_transfer_coefficient = 0.75
cold_resistance = 15
heat_resistance = 15
/obj/item/clothing/suit/labcoat/genetics
name = "geneticist's labcoat"
desc = "A protective laboratory coat with the green markings of a Geneticist."
icon_state = "GNlabcoat"
item_state = "GNlabcoat"
april_fools
icon_state = "GNlabcoat-alt"
item_state = "GNlabcoat-alt"
/obj/item/clothing/suit/labcoat/robotics
name = "roboticist's labcoat"
desc = "A protective laboratory coat with the black markings of a Roboticist."
icon_state = "ROlabcoat"
item_state = "ROlabcoat"
april_fools
icon_state = "ROlabcoat-alt"
item_state = "ROlabcoat-alt"
/obj/item/clothing/suit/labcoat/medical
name = "doctor's labcoat"
desc = "A protective laboratory coat with the red markings of a Medical Doctor."
icon_state = "MDlabcoat"
item_state = "MDlabcoat"
april_fools
icon_state = "MDlabcoat-alt"
item_state = "MDlabcoat-alt"
/obj/item/clothing/suit/labcoat/science
name = "scientist's labcoat"
desc = "A protective laboratory coat with the purple markings of a Scientist."
icon_state = "SCIlabcoat"
item_state = "SCIlabcoat"
april_fools
icon_state = "SCIlabcoat-alt"
item_state = "SCIlabcoat-alt"
/obj/item/clothing/suit/straight_jacket
name = "straight jacket"
desc = "A suit that totally restrains an individual."
icon_state = "straight_jacket"
item_state = "straight_jacket"
body_parts_covered = TORSO|LEGS|ARMS
cold_resistance = 20
heat_resistance = 20
/obj/item/clothing/suit/wcoat
name = "waistcoat"
desc = "Style over abdominal protection."
icon_state = "vest"
item_state = "wcoat"
magical = 1
body_parts_covered = TORSO|ARMS
cold_resistance = 10
heat_resistance = 10
/obj/item/clothing/suit/bedsheet
name = "bedsheet"
desc = "A linen sheet used to cover yourself while you sleep. Preferably on a bed."
icon_state = "bedsheet"
item_state = "bedsheet"
layer = MOB_LAYER
throwforce = 1
w_class = 1
throw_speed = 2
throw_range = 10
c_flags = COVERSEYES | COVERSMOUTH
body_parts_covered = TORSO|ARMS
see_face = 0
over_hair = 1
over_all = 1
var/eyeholes = 0 //Did we remember to cut eyes in the thing?
var/cape = 0
var/obj/stool/bed/Bed = null
var/bcolor = null
//cogwerks - burn vars
burn_point = 450
burn_output = 800
burn_possible = 1
health = 20
cold_resistance = 10
rand_pos = 0
New()
..()
src.update_icon()
src.setMaterial(getCachedMaterial("cotton"))
attack_hand(mob/user as mob)
if (src.Bed)
src.Bed.untuck_sheet(user)
src.Bed = null
return ..()
ex_act(severity)
if (severity <= 2)
if (src.Bed && src.Bed.Sheet == src)
src.Bed.Sheet = null
qdel(src)
return
return
attack_self(mob/user as mob)
add_fingerprint(user)
var/choice = input(user, "What do you want to do with [src]?", "Selection") as null|anything in list("Place", "Rip up")
if (!choice)
return
switch (choice)
if ("Place")
user.drop_item()
src.layer = EFFECTS_LAYER_BASE-1
return
if ("Rip up")
boutput(user, "You begin ripping up [src].")
if (!do_after(user, 30))
boutput(user, "<span style=\"color:red\">You were interrupted!</span>")
return
else
for (var/i=3, i>0, i--)
new /obj/item/material_piece/cloth/cottonfabric(get_turf(src))
boutput(user, "You rip up [src].")
user.u_equip(src)
qdel(src)
return
attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/wirecutters) || istype(W, /obj/item/scissors))
var/list/actions = list("Make bandages")
if (src.cape)
actions += "Cut cable"
else if (!src.eyeholes)
actions += "Cut eyeholes"
var/action = input(user, "What do you want to do with [src]?") as null|anything in actions
if (!action)
return
switch (action)
if ("Make bandages")
boutput(user, "You begin cutting up [src].")
if (!do_after(user, 30))
boutput(user, "<span style=\"color:red\">You were interrupted!</span>")
return
else
for (var/i=3, i>0, i--)
new /obj/item/bandage(get_turf(src))
playsound(src.loc, "sound/items/Scissor.ogg", 100, 1)
boutput(user, "You cut [src] into bandages.")
user.u_equip(src)
qdel(src)
return
if ("Cut cable")
src.cut_cape()
playsound(src.loc, "sound/items/Scissor.ogg", 100, 1)
boutput(user, "You cut the cable that's tying the bedsheet into a cape.")
return
if ("Cut eyeholes")
src.cut_eyeholes()
playsound(src.loc, "sound/items/Scissor.ogg", 100, 1)
boutput(user, "You cut eyeholes in the bedsheet.")
return
else if (istype(W, /obj/item/cable_coil))
if (src.cape)
return ..()
src.make_cape()
boutput(user, "You tie the bedsheet into a cape.")
return
else
return ..()
proc/update_icon()
if (src.cape)
src.icon_state = "bedcape[src.bcolor ? "-[bcolor]" : null]"
src.item_state = src.icon_state
see_face = 1
over_hair = 0
over_all = 0
else
src.icon_state = "bedsheet[src.bcolor ? "-[bcolor]" : null][src.eyeholes ? "1" : null]"
src.item_state = src.icon_state
see_face = 0
over_hair = 1
over_all = 1
proc/cut_eyeholes()
if (src.cape || src.eyeholes)
return
if (src.Bed && src.Bed.loc == src.loc)
src.Bed.untuck_sheet()
src.Bed = null
src.eyeholes = 1
src.update_icon()
desc = "It's a bedsheet with eye holes cut in it."
proc/make_cape()
if (src.cape)
return
if (src.Bed && src.Bed.loc == src.loc)
src.Bed.untuck_sheet()
src.Bed = null
src.cape = 1
src.update_icon()
desc = "It's a bedsheet that's been tied into a cape."
proc/cut_cape()
if (!src.cape)
return
if (src.Bed && src.Bed.loc == src.loc)
src.Bed.untuck_sheet()
src.Bed = null
src.cape = 0
src.update_icon()
desc = "A linen sheet used to cover yourself while you sleep. Preferably on a bed."
/obj/item/clothing/suit/bedsheet/red
icon_state = "bedsheet-red"
item_state = "bedsheet-red"
bcolor = "red"
/obj/item/clothing/suit/bedsheet/orange
icon_state = "bedsheet-orange"
item_state = "bedsheet-orange"
bcolor = "orange"
/obj/item/clothing/suit/bedsheet/yellow
icon_state = "bedsheet-yellow"
item_state = "bedsheet-yellow"
bcolor = "yellow"
/obj/item/clothing/suit/bedsheet/green
icon_state = "bedsheet-green"
item_state = "bedsheet-green"
bcolor = "green"
/obj/item/clothing/suit/bedsheet/blue
icon_state = "bedsheet-blue"
item_state = "bedsheet-blue"
bcolor = "blue"
/obj/item/clothing/suit/bedsheet/pink
icon_state = "bedsheet-pink"
item_state = "bedsheet-pink"
bcolor = "pink"
/obj/item/clothing/suit/bedsheet/black
icon_state = "bedsheet-black"
item_state = "bedsheet-black"
bcolor = "black"
/obj/item/clothing/suit/bedsheet/hop
icon_state = "bedsheet-hop"
item_state = "bedsheet-hop"
bcolor = "hop"
/obj/item/clothing/suit/bedsheet/captain
icon_state = "bedsheet-captain"
item_state = "bedsheet-captain"
bcolor = "captain"
/obj/item/clothing/suit/bedsheet/royal
icon_state = "bedsheet-royal"
item_state = "bedsheet-royal"
bcolor = "royal"
/obj/item/clothing/suit/bedsheet/psych
icon_state = "bedsheet-psych"
item_state = "bedsheet-psych"
bcolor = "psych"
/obj/item/clothing/suit/bedsheet/random
New()
..()
src.bcolor = pick("", "red", "orange", "yellow", "green", "blue", "pink", "black")
src.update_icon()
/obj/item/clothing/suit/bedsheet/cape
icon_state = "bedcape"
item_state = "bedcape"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/red
icon_state = "bedcape-red"
item_state = "bedcape-red"
bcolor = "red"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/orange
icon_state = "bedcape-orange"
item_state = "bedcape-orange"
bcolor = "orange"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/yellow
icon_state = "bedcape-yellow"
item_state = "bedcape-yellow"
bcolor = "yellow"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/green
icon_state = "bedcape-green"
item_state = "bedcape-green"
bcolor = "green"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/blue
icon_state = "bedcape-blue"
item_state = "bedcape-blue"
bcolor = "blue"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/pink
icon_state = "bedcape-pink"
item_state = "bedcape-pink"
bcolor = "pink"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/black
icon_state = "bedcape-black"
item_state = "bedcape-black"
bcolor = "black"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/hop
icon_state = "bedcape-hop"
item_state = "bedcape-hop"
bcolor = "hop"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/captain
icon_state = "bedcape-captain"
item_state = "bedcape-captain"
bcolor = "captain"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/royal
icon_state = "bedcape-royal"
item_state = "bedcape-royal"
bcolor = "royal"
cape = 1
/obj/item/clothing/suit/bedsheet/cape/psych
icon_state = "bedcape-psych"
item_state = "bedcape-psych"
bcolor = "psych"
cape = 1
// FIRE SUITS
/obj/item/clothing/suit/fire
name = "firesuit"
desc = "A suit that protects against fire and heat."
icon = 'icons/obj/clothing/overcoats/item_suit_hazard.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_hazard.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_hazard.dmi'
icon_state = "fire"
item_state = "fire_suit"
permeability_coefficient = 0.50
body_parts_covered = TORSO|LEGS|ARMS
cold_resistance = 20
heat_resistance = 75
protective_temperature = 4500
heat_transfer_coefficient = 0.01
armor_value_bullet = 1.5
armor_value_melee = 3
/obj/item/clothing/suit/fire/armored
name = "armored firesuit"
desc = "A suit that protects against fire and heat. Somebody slapped some armor onto the chest."
icon_state = "fire_armor"
item_state = "fire_suit"
armor_value_bullet = 2.5
armor_value_melee = 6
/obj/item/clothing/suit/fire/attackby(obj/item/W, mob/user)
var/turf/T = user.loc
if (istype(W, /obj/item/clothing/suit/armor/vest))
if (istype(src, /obj/item/clothing/suit/fire/heavy) || istype(src, /obj/item/clothing/suit/fire/old))
return
else
new /obj/item/clothing/suit/fire/armored(T)
boutput(user, "<span style=\"color:blue\">You attach [W] to [src].</span>")
qdel(W)
qdel(src)
/obj/item/clothing/suit/fire/heavy
name = "heavy firesuit"
desc = "A suit that protects against extreme fire and heat."
icon_state = "thermal"
item_state = "thermal"
protective_temperature = 100000
heat_transfer_coefficient = 0.001
armor_value_bullet = 1.8
armor_value_melee = 4
/obj/item/clothing/suit/fire/old
name = "old firesuit"
desc = "Just looking at this thing makes your eyes take burn damage."
icon_state = "fire_old"
item_state = "fire_old"
// SWEATERS
/obj/item/clothing/suit/sweater
name = "diamond sweater"
desc = "A pretty warm-looking knit sweater. This is one of those I.N. designer sweaters."
icon = 'icons/obj/clothing/overcoats/item_suit_gimmick.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_gimmick.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_gimmick.dmi'
icon_state = "sweater_blue"
item_state = "sweater_blue"
heat_transfer_coefficient = 0.25
body_parts_covered = TORSO|ARMS
cold_resistance = 20
red
name = "reindeer sweater"
icon_state = "sweater_red"
item_state = "sweater_red"
green
name = "snowflake sweater"
icon_state = "sweater_green"
item_state = "sweater_green"
grandma
name = "grandma sweater"
icon_state = "sweater_green"
item_state = "sweater_green"
desc = "A pretty warm-looking knit sweater, made by your grandma. Yes, YOUR grandma! Even if you stole this from someone else."
New()
..()
spawn(20)
src.name = initial(src.name)
src.material = new /datum/material/fabric/cloth/cotton ()
// SPACE SUITS
/obj/item/clothing/suit/space
name = "space suit"
desc = "A suit that protects against low pressure environments."
icon = 'icons/obj/clothing/overcoats/item_suit_hazard.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_hazard.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_hazard.dmi'
icon_state = "space"
item_state = "s_suit"
c_flags = SPACEWEAR
body_parts_covered = TORSO|LEGS|ARMS
permeability_coefficient = 0.02
protective_temperature = 1000
heat_transfer_coefficient = 0.02
armor_value_bullet = 1.5
armor_value_melee = 3
disease_resistance = 50
cold_resistance = 50
heat_resistance = 20
over_hair = 1
/obj/item/clothing/suit/space/emerg
name = "emergency suit"
desc = "A suit that protects against low pressure environments for a short time."
icon_state = "emerg"
item_state = "emerg"
c_flags = SPACEWEAR
body_parts_covered = TORSO|LEGS|ARMS
permeability_coefficient = 0.04
protective_temperature = 800
heat_transfer_coefficient = 0.025
var/rip = 0
snow // bleh whatever!!!
name = "snow suit"
desc = "A thick padded suit that protects against extreme cold temperatures."
icon_state = "snowcoat"
item_state = "snowcoat"
rip = -1
/obj/item/clothing/suit/space/emerg/proc/ripcheck(var/mob/user)
if(rip >= 14 && rip != -1 && prob(10))
boutput(user, "<span style=\"color:red\">The emergency suit tears off!</span>")
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.set_loc(T)
user.u_equip(src)
spawn(5)
qdel(src)
/obj/item/clothing/suit/space/captain
name = "captain's space suit"
desc = "A suit that protects against low pressure environments and is green."
icon_state = "spacecap"
item_state = "spacecap"
blue
icon_state = "spacecap-blue"
item_state = "spacecap-blue"
red
icon_state = "spacecap-red"
item_state = "spacecap-red"
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "A suit that protects against low pressure environments. Issued to syndicate operatives."
contraband = 3
/obj/item/clothing/suit/space/engineer
name = "engineering space suit"
desc = "An overly bulky space suit designed mainly for maintenance and mining."
icon_state = "espace"
item_state = "es_suit"
april_fools
icon_state = "espace-alt"
item_state = "espace-alt"
/obj/item/clothing/suit/space/industrial
name = "industrial space armor"
desc = "Very heavy armour for prolonged industrial activity. Protects from radiation and explosions."
icon_state = "indus"
item_state = "indus"
radproof = 1
c_flags = SPACEWEAR
body_parts_covered = TORSO|LEGS|ARMS
heat_transfer_coefficient = 0.02
mats = 15
armor_value_bullet = 1
armor_value_melee = 2
armor_value_explosion = 4
cold_resistance = 75
heat_resistance = 50
syndicate
name = "\improper Syndicate command armor"
desc = "An armored space suit, not for your average expendable chumps. No sir."
icon_state = "indusred"
item_state = "indusred"
/obj/item/clothing/suit/cultist
name = "cultist robe"
desc = "The unholy vestments of a cultist."
icon = 'icons/obj/clothing/overcoats/item_suit_gimmick.dmi'
wear_image_icon = 'icons/mob/overcoats/worn_suit_gimmick.dmi'
inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_gimmick.dmi'
icon_state = "cultist"
item_state = "cultist"
see_face = 0
magical = 1
c_flags = COVERSEYES | COVERSMOUTH | SPACEWEAR
body_parts_covered = TORSO|LEGS|ARMS
armor_value_bullet = 1.5
armor_value_melee = 3
/obj/item/clothing/suit/cardboard_box
name = "cardboard box"
desc = "A pretty large box, made of cardboard. Looks a bit worn out."
icon_state = "c_box"
item_state = "c_box"
density = 1
see_face = 0
over_hair = 1
over_all = 1
c_flags = COVERSEYES | COVERSMOUTH
body_parts_covered = HEAD|TORSO|LEGS|ARMS
movement_speed_mod = 0.7
permeability_coefficient = 0.8
heat_transfer_coefficient = 0.5
armor_value_bullet = 1
armor_value_melee = 1
var/eyeholes = 0
var/moustache = 0
attack_hand(mob/user as mob)
if (user.a_intent == INTENT_HARM)
user.visible_message("<span style='color:blue'>[user] taps [src].</span>",\
"<span style='color:blue'>You tap [src].</span>")
else
return ..()
attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/wirecutters) || istype(W, /obj/item/scissors))
if (src.eyeholes)
user.show_text("\The [src] already has eyeholes cut out of it!", "red")
return
user.visible_message("<span style='color:blue'>[user] begins cutting eyeholes out of [src].</span>",\
"<span style='color:blue'>You begin cutting eyeholes out of [src].</span>")
if (!do_after(user, 20))
user.show_text("You were interrupted!", "red")
return
playsound(get_turf(src), "sound/items/Scissor.ogg", 100, 1)
user.visible_message("<span style='color:blue'>[user] cuts eyeholes out of [src].</span>",\
"<span style='color:blue'>You cut eyeholes out of [src].</span>")
src.eyeholes = 1
src.icon_state = "[initial(src.icon_state)]e"
return
else if (istype(W, /obj/item/clothing/mask/moustache))
src.moustache = 1
src.UpdateOverlays(image(src.icon, "c_box-moustache"), "moustache")
if (src.wear_image)
src.wear_image.overlays += image(src.wear_image_icon, "c_box-moustache")
user.visible_message("<span style='color:blue'>[user] adds [W] to [src]!</span>",\
"<span style='color:blue'>You add [W] to [src]!</span>")
user.u_equip(W)
qdel(W)
return
else
return ..()
/obj/item/clothing/suit/cardboard_box/head_surgeon
name = "cardboard box - 'Head Surgeon'"
desc = "The HS looks a lot different today!"
icon_state = "c_box-HS"
item_state = "c_box-HS"
var/text2speech = 1
New()
..()
if (prob(50))
new /obj/machinery/bot/medbot/head_surgeon(src.loc)
qdel(src)
proc/speak(var/message)
if (!message)
return
src.audible_message("<span class='game say'><span class='name'>[src]</span> [pick("rustles", "folds", "womps", "boxes", "foffs", "flaps")], \"[message]\"")
if (src.text2speech)
var/audio = dectalk("\[:nk\][message]")
if (audio["audio"])
for (var/mob/O in hearers(src, null))
if (!O.client)
continue
ehjax.send(O.client, "browseroutput", list("dectalk" = audio["audio"]))
return 1
else
return 0
return
/obj/item/clothing/suit/cardboard_box/captain
name = "cardboard box - 'Captain'"
desc = "The Captain looks a lot different today!"
icon_state = "c_box-cap"
item_state = "c_box-cap"
/obj/item/clothing/suit/wizrobe
name = "blue wizard robe"
desc = "A traditional blue wizard's robe. It lacks all the stars and moons and stuff on it though."
icon_state = "wizard"
item_state = "wizard"
magical = 1
permeability_coefficient = 0.01
heat_transfer_coefficient = 0.01
body_parts_covered = TORSO|LEGS|ARMS
contraband = 4
handle_other_remove(var/mob/source, var/mob/living/carbon/human/target)
. = ..()
if ( . &&prob(75))
source.show_message(text("<span style=\"color:red\">\The [src] writhes in your hands as though it is alive! It just barely wriggles out of your grip!</span>"), 1)
. = 0
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
desc = "A very fancy and elegant red robe with gold trim."
icon_state = "wizardred"
item_state = "wizardred"
/obj/item/clothing/suit/wizrobe/purple
name = "purple wizard robe"
desc = "A real nice robe and cape, in purple, with blue and yellow accents."
icon_state = "wizardpurple"
item_state = "wizardpurple"
/obj/item/clothing/suit/wizrobe/necro
name = "necromancer robe"
desc = "A ratty stinky black robe for wizards who are trying way too hard to be menacing."
icon_state = "wizardnec"
item_state = "wizardnec"