modules: A to C
This commit is contained in:
@@ -1,84 +1,84 @@
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/obj/item/clothing/head/hardhat
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name = "hard hat"
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
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icon_state = "hardhat0_yellow"
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item_state = "hardhat0_yellow"
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var/brightness_on = 4 //luminosity when on
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/obj/item/clothing/head/hardhat
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name = "hard hat"
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desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
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icon_state = "hardhat0_yellow"
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item_state = "hardhat0_yellow"
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var/brightness_on = 4 //luminosity when on
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var/on = FALSE
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item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
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armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50)
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flags_inv = 0
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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resistance_flags = FIRE_PROOF
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item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
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armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50)
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flags_inv = 0
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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resistance_flags = FIRE_PROOF
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dynamic_hair_suffix = "+generic"
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/hardhat/attack_self(mob/user)
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on = !on
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icon_state = "hardhat[on]_[item_color]"
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item_state = "hardhat[on]_[item_color]"
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user.update_inv_head() //so our mob-overlays update
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if(on)
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turn_on(user)
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else
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turn_off(user)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
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set_light(brightness_on)
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/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
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set_light(0)
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/obj/item/clothing/head/hardhat/orange
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icon_state = "hardhat0_orange"
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item_state = "hardhat0_orange"
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item_color = "orange"
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dog_fashion = null
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/obj/item/clothing/head/hardhat/red
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icon_state = "hardhat0_red"
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item_state = "hardhat0_red"
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item_color = "red"
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dog_fashion = null
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name = "firefighter helmet"
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/hardhat/attack_self(mob/user)
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on = !on
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icon_state = "hardhat[on]_[item_color]"
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item_state = "hardhat[on]_[item_color]"
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user.update_inv_head() //so our mob-overlays update
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if(on)
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turn_on(user)
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else
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turn_off(user)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
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set_light(brightness_on)
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/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
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set_light(0)
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/obj/item/clothing/head/hardhat/orange
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icon_state = "hardhat0_orange"
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item_state = "hardhat0_orange"
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item_color = "orange"
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dog_fashion = null
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/obj/item/clothing/head/hardhat/red
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icon_state = "hardhat0_red"
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item_state = "hardhat0_red"
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item_color = "red"
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dog_fashion = null
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name = "firefighter helmet"
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flags_1 = STOPSPRESSUREDMAGE_1
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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/obj/item/clothing/head/hardhat/white
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icon_state = "hardhat0_white"
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item_state = "hardhat0_white"
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item_color = "white"
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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/obj/item/clothing/head/hardhat/white
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icon_state = "hardhat0_white"
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item_state = "hardhat0_white"
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item_color = "white"
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flags_1 = STOPSPRESSUREDMAGE_1
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/hardhat/dblue
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icon_state = "hardhat0_dblue"
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item_state = "hardhat0_dblue"
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item_color = "dblue"
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dog_fashion = null
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/obj/item/clothing/head/hardhat/atmos
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icon_state = "hardhat0_atmos"
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item_state = "hardhat0_atmos"
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item_color = "atmos"
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dog_fashion = null
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name = "atmospheric technician's firefighting helmet"
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desc = "A firefighter's helmet, able to keep the user cool in any situation."
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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dog_fashion = /datum/dog_fashion/head
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/obj/item/clothing/head/hardhat/dblue
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icon_state = "hardhat0_dblue"
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item_state = "hardhat0_dblue"
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item_color = "dblue"
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dog_fashion = null
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/obj/item/clothing/head/hardhat/atmos
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icon_state = "hardhat0_atmos"
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item_state = "hardhat0_atmos"
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item_color = "atmos"
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dog_fashion = null
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name = "atmospheric technician's firefighting helmet"
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desc = "A firefighter's helmet, able to keep the user cool in any situation."
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flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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@@ -1,5 +1,7 @@
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/obj/item/clothing/head/centhat
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name = "\improper Centcom hat"
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name = "\improper CentCom hat"
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icon_state = "centcom"
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desc = "It's good to be emperor."
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item_state = "that"
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@@ -291,6 +293,18 @@
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desc = "A simple straw hat."
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icon_state = "scarecrow_hat"
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/obj/item/clothing/head/lobsterhat
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name = "foam lobster head"
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desc = "When everything's going to crab, protecting your head is the best choice."
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icon_state = "lobster_hat"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
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/obj/item/clothing/head/drfreezehat
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name = "doctor freeze's wig"
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desc = "A cool wig for cool people."
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icon_state = "drfreeze_hat"
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flags_inv = HIDEHAIR
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/obj/item/clothing/head/pharoah
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name = "pharoah hat"
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desc = "Walk like an Egyptian."
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