Merge remote-tracking branch 'upstream/master' into abductor-update
This commit is contained in:
@@ -561,7 +561,7 @@
|
||||
|
||||
/obj/item/storage/belt/chameleon/ComponentInitialize()
|
||||
. = ..()
|
||||
GET_COMPONENT(STR, /datum/component/storage)
|
||||
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
|
||||
STR.silent = TRUE
|
||||
|
||||
/obj/item/storage/belt/chameleon/emp_act(severity)
|
||||
|
||||
@@ -123,7 +123,7 @@
|
||||
..()
|
||||
if(damaged_clothes)
|
||||
to_chat(user, "<span class='warning'>It looks damaged!</span>")
|
||||
GET_COMPONENT(pockets, /datum/component/storage)
|
||||
var/datum/component/storage/pockets = GetComponent(/datum/component/storage)
|
||||
if(pockets)
|
||||
var/list/how_cool_are_your_threads = list("<span class='notice'>")
|
||||
if(pockets.attack_hand_interact)
|
||||
|
||||
@@ -104,7 +104,7 @@
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
|
||||
|
||||
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
|
||||
/obj/item/clothing/glasses/science/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
if(slot == SLOT_GLASSES)
|
||||
return 1
|
||||
|
||||
@@ -307,7 +307,7 @@
|
||||
M.appearance_flags |= RESET_COLOR
|
||||
M.color = "#[H.eye_color]"
|
||||
. += M
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/big
|
||||
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes."
|
||||
icon_state = "bigsunglasses"
|
||||
|
||||
@@ -14,11 +14,10 @@
|
||||
|
||||
/obj/item/clothing/gloves/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/gloves/clean_blood)
|
||||
|
||||
/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
|
||||
. = ..()
|
||||
transfer_blood = 0
|
||||
|
||||
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
|
||||
@@ -30,8 +29,8 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
@@ -41,4 +40,4 @@
|
||||
|
||||
// Called just before an attack_hand(), in mob/UnarmedAttack()
|
||||
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
|
||||
return 0 // return 1 to cancel attack_hand()
|
||||
return FALSE // return TRUE to cancel attack_hand()
|
||||
@@ -41,13 +41,56 @@
|
||||
|
||||
H.update_inv_head()
|
||||
|
||||
///Special throw_impact for hats to frisbee hats at people to place them on their heads/attempt to de-hat them.
|
||||
/obj/item/clothing/head/throw_impact(atom/hit_atom, datum/thrownthing/thrownthing)
|
||||
. = ..()
|
||||
///if the thrown object's target zone isn't the head
|
||||
if(thrownthing.target_zone != BODY_ZONE_HEAD)
|
||||
return
|
||||
///ignore any hats with the tinfoil counter-measure enabled
|
||||
if(clothing_flags & ANTI_TINFOIL_MANEUVER)
|
||||
return
|
||||
///if the hat happens to be capable of holding contents and has something in it. mostly to prevent super cheesy stuff like stuffing a mini-bomb in a hat and throwing it
|
||||
if(LAZYLEN(contents))
|
||||
return
|
||||
if(iscarbon(hit_atom))
|
||||
var/mob/living/carbon/H = hit_atom
|
||||
if(istype(H.head, /obj/item))
|
||||
var/obj/item/WH = H.head
|
||||
///check if the item has NODROP
|
||||
if(HAS_TRAIT(WH, TRAIT_NODROP))
|
||||
H.visible_message("<span class='warning'>[src] bounces off [H]'s [WH.name]!", "<span class='warning'>[src] bounces off your [WH.name], falling to the floor.</span>")
|
||||
return
|
||||
///check if the item is an actual clothing head item, since some non-clothing items can be worn
|
||||
if(istype(WH, /obj/item/clothing/head))
|
||||
var/obj/item/clothing/head/WHH = WH
|
||||
///SNUG_FIT hats are immune to being knocked off
|
||||
if(WHH.clothing_flags & SNUG_FIT)
|
||||
H.visible_message("<span class='warning'>[src] bounces off [H]'s [WHH.name]!", "<span class='warning'>[src] bounces off your [WHH.name], falling to the floor.</span>")
|
||||
return
|
||||
///if the hat manages to knock something off
|
||||
if(H.dropItemToGround(WH))
|
||||
H.visible_message("<span class='warning'>[src] knocks [WH] off [H]'s head!</span>", "<span class='warning'>[WH] is suddenly knocked off your head by [src]!</span>")
|
||||
if(H.equip_to_slot_if_possible(src, SLOT_HEAD, FALSE, TRUE))
|
||||
H.visible_message("<span class='notice'>[src] lands neatly on [H]'s head!", "<span class='notice'>[src] lands perfectly onto your head!</span>")
|
||||
return
|
||||
if(iscyborg(hit_atom))
|
||||
var/mob/living/silicon/robot/R = hit_atom
|
||||
///hats in the borg's blacklist bounce off
|
||||
if(!is_type_in_typecache(src, R.equippable_hats) || R.hat_offset == INFINITY)
|
||||
R.visible_message("<span class='warning'>[src] bounces off [R]!", "<span class='warning'>[src] bounces off you, falling to the floor.</span>")
|
||||
return
|
||||
else
|
||||
R.visible_message("<span class='notice'>[src] lands neatly on top of [R].", "<span class='notice'>[src] lands perfectly on top of you.</span>")
|
||||
R.place_on_head(src) //hats aren't designed to snugly fit borg heads or w/e so they'll always manage to knock eachother off
|
||||
|
||||
/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
|
||||
@@ -13,12 +13,14 @@
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "collectable slime cap!"
|
||||
desc = "It just latches right in place!"
|
||||
clothing_flags = SNUG_FIT
|
||||
icon_state = "slime"
|
||||
dynamic_hair_suffix = ""
|
||||
|
||||
/obj/item/clothing/head/collectable/xenom
|
||||
name = "collectable xenomorph helmet!"
|
||||
desc = "Hiss hiss hiss!"
|
||||
clothing_flags = SNUG_FIT
|
||||
icon_state = "xenom"
|
||||
|
||||
/obj/item/clothing/head/collectable/chef
|
||||
@@ -71,13 +73,14 @@
|
||||
desc = "A collectable welding helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this helmet is done so at the owner's own risk!"
|
||||
icon_state = "welding"
|
||||
item_state = "welding"
|
||||
resistance_flags = NONE
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "collectable slime hat"
|
||||
desc = "Just like a real brain slug!"
|
||||
icon_state = "headslime"
|
||||
item_state = "headslime"
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/collectable/flatcap
|
||||
name = "collectable flat cap"
|
||||
@@ -121,6 +124,7 @@
|
||||
/obj/item/clothing/head/collectable/hardhat
|
||||
name = "collectable hard hat"
|
||||
desc = "WARNING! Offers no real protection, or luminosity, but damn, is it fancy!"
|
||||
clothing_flags = SNUG_FIT
|
||||
icon_state = "hardhat0_yellow"
|
||||
item_state = "hardhat0_yellow"
|
||||
|
||||
@@ -143,7 +147,7 @@
|
||||
desc = "Go Red! I mean Green! I mean Red! No Green!"
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
resistance_flags = NONE
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_inv = HIDEHAIR
|
||||
|
||||
/obj/item/clothing/head/collectable/swat
|
||||
@@ -151,5 +155,5 @@
|
||||
desc = "That's not real blood. That's red paint." //Reference to the actual description
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
resistance_flags = NONE
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_inv = HIDEHAIR
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
|
||||
flags_inv = 0
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
clothing_flags = SNUG_FIT
|
||||
resistance_flags = FIRE_PROOF
|
||||
dynamic_hair_suffix = "+generic"
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
resistance_flags = NONE
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_cover = HEADCOVERSEYES
|
||||
flags_inv = HIDEHAIR
|
||||
|
||||
|
||||
@@ -67,12 +67,14 @@
|
||||
desc = "A plastic replica of a Syndicate agent's space helmet. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/cueball
|
||||
name = "cueball helmet"
|
||||
desc = "A large, featureless white orb meant to be worn on your head. How do you even see out of this thing?"
|
||||
icon_state = "cueball"
|
||||
item_state="cueball"
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_cover = HEADCOVERSEYES|HEADCOVERSMOUTH
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
|
||||
@@ -81,6 +83,7 @@
|
||||
desc = "A ball of white styrofoam. So festive."
|
||||
icon_state = "snowman_h"
|
||||
item_state = "snowman_h"
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_cover = HEADCOVERSEYES
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
|
||||
@@ -90,6 +93,7 @@
|
||||
icon_state = "justicered"
|
||||
item_state = "justicered"
|
||||
flags_inv = HIDEHAIR|HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/obj/item/clothing/head/justice/blue
|
||||
@@ -161,6 +165,7 @@
|
||||
icon_state = "chickenhead"
|
||||
item_state = "chickensuit"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/griffin
|
||||
name = "griffon head"
|
||||
@@ -168,6 +173,7 @@
|
||||
icon_state = "griffinhat"
|
||||
item_state = "griffinhat"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/bearpelt
|
||||
name = "bear pelt hat"
|
||||
@@ -181,6 +187,7 @@
|
||||
item_state = "xenos_helm"
|
||||
desc = "A helmet made out of chitinous alien hide."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/fedora
|
||||
name = "fedora"
|
||||
@@ -302,6 +309,7 @@
|
||||
desc = "When everything's going to crab, protecting your head is the best choice."
|
||||
icon_state = "lobster_hat"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/drfreezehat
|
||||
name = "doctor freeze's wig"
|
||||
|
||||
@@ -29,6 +29,7 @@
|
||||
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
resistance_flags = FIRE_PROOF
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
clothing_flags = SNUG_FIT
|
||||
|
||||
/obj/item/clothing/head/welding/attack_self(mob/user)
|
||||
weldingvisortoggle(user)
|
||||
@@ -115,6 +116,7 @@
|
||||
item_state = "hardhat0_pumpkin"
|
||||
item_color = "pumpkin"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
clothing_flags = SNUG_FIT
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
brightness_on = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
@@ -163,6 +165,7 @@
|
||||
desc = "A helmet made out of a box."
|
||||
icon_state = "cardborg_h"
|
||||
item_state = "cardborg_h"
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_cover = HEADCOVERSEYES
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
|
||||
@@ -227,6 +230,7 @@
|
||||
desc = "A crude helmet made out of bronze plates. It offers very little in the way of protection."
|
||||
icon = 'icons/obj/clothing/clockwork_garb.dmi'
|
||||
icon_state = "clockwork_helmet_old"
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
|
||||
|
||||
@@ -239,13 +243,13 @@
|
||||
equip_delay_other = 140
|
||||
var/datum/brain_trauma/mild/phobia/paranoia
|
||||
var/warped = FALSE
|
||||
var/charges = 6
|
||||
clothing_flags = ANTI_TINFOIL_MANEUVER
|
||||
|
||||
/obj/item/clothing/head/foilhat/Initialize(mapload)
|
||||
. = ..()
|
||||
if(warped) // originally !warped
|
||||
//AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_HEAD, 6, TRUE, null, CALLBACK(src, .proc/warp_up)) //Citadel doesn't have tg's updated antimagic
|
||||
//else
|
||||
if(!warped)
|
||||
AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_HEAD, 6, TRUE, null, CALLBACK(src, .proc/warp_up))
|
||||
else
|
||||
warp_up()
|
||||
|
||||
/obj/item/clothing/head/foilhat/equipped(mob/living/carbon/human/user, slot)
|
||||
@@ -255,12 +259,10 @@
|
||||
if(paranoia)
|
||||
QDEL_NULL(paranoia)
|
||||
paranoia = new()
|
||||
//paranoia.clonable = FALSE citadel doesn't have this lol
|
||||
|
||||
user.gain_trauma(paranoia, TRAUMA_RESILIENCE_MAGIC)
|
||||
user.gain_trauma(paranoia, TRAUMA_RESILIENCE_MAGIC, "conspiracies")
|
||||
to_chat(user, "<span class='warning'>As you don the foiled hat, an entire world of conspiracy theories and seemingly insane ideas suddenly rush into your mind. What you once thought unbelievable suddenly seems.. undeniable. Everything is connected and nothing happens just by accident. You know too much and now they're out to get you. </span>")
|
||||
|
||||
|
||||
/obj/item/clothing/head/foilhat/MouseDrop(atom/over_object)
|
||||
//God Im sorry
|
||||
if(!warped && iscarbon(usr))
|
||||
@@ -275,13 +277,6 @@
|
||||
if(paranoia)
|
||||
QDEL_NULL(paranoia)
|
||||
|
||||
/obj/item/clothing/head/foilhat/proc/take_hit()
|
||||
if (warped)
|
||||
return
|
||||
charges--
|
||||
if (charges <= 0)
|
||||
warp_up() // Kind of a weird workaround since Citadel doens't like tg's updates to the antimagic component
|
||||
|
||||
/obj/item/clothing/head/foilhat/proc/warp_up()
|
||||
name = "scorched tinfoil hat"
|
||||
desc = "A badly warped up hat. Quite unprobable this will still work against any of fictional and contemporary dangers it used to."
|
||||
|
||||
@@ -59,8 +59,8 @@
|
||||
if(body_parts_covered & HEAD)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
|
||||
..()
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
if(body_parts_covered & HEAD)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/neck/tie
|
||||
name = "tie"
|
||||
|
||||
@@ -11,17 +11,19 @@
|
||||
permeability_coefficient = 0.5
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
var/blood_state = BLOOD_STATE_NOT_BLOODY
|
||||
var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
var/offset = 0
|
||||
var/equipped_before_drop = FALSE
|
||||
|
||||
//CITADEL EDIT Enables digitigrade shoe styles
|
||||
var/adjusted = NORMAL_STYLE
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
|
||||
var/last_blood_DNA = "" //same as last one
|
||||
|
||||
/obj/item/clothing/shoes/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /obj/item/clothing/shoes/clean_blood)
|
||||
|
||||
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
|
||||
if(rand(2)>1)
|
||||
@@ -42,22 +44,29 @@
|
||||
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
|
||||
return(BRUTELOSS)
|
||||
|
||||
|
||||
/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna, diseases)
|
||||
..()
|
||||
if(blood_dna.len)
|
||||
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
|
||||
last_blood_DNA = blood_dna[blood_dna.len]
|
||||
|
||||
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
var/bloody = FALSE
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
bloody = TRUE
|
||||
else
|
||||
bloody = bloody_shoes[BLOOD_STATE_HUMAN]
|
||||
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
|
||||
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
|
||||
if(bloody)
|
||||
if(adjusted == NORMAL_STYLE)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
|
||||
else
|
||||
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood")
|
||||
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/shoes/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
@@ -93,14 +102,13 @@
|
||||
var/mob/M = loc
|
||||
M.update_inv_shoes()
|
||||
|
||||
/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
/obj/item/clothing/shoes/clean_blood(datum/source, strength)
|
||||
. = ..()
|
||||
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
blood_state = BLOOD_STATE_NOT_BLOODY
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_shoes()
|
||||
|
||||
/obj/item/proc/negates_gravity()
|
||||
return FALSE
|
||||
return FALSE
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action()
|
||||
. = ..()
|
||||
GET_COMPONENT(bananium, /datum/component/material_container)
|
||||
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
|
||||
if(on)
|
||||
if(bananium.amount(MAT_BANANIUM) < 100)
|
||||
on = !on
|
||||
@@ -30,7 +30,7 @@
|
||||
bananium.use_amount_type(100, MAT_BANANIUM)
|
||||
|
||||
/obj/item/clothing/shoes/clown_shoes/banana_shoes/attack_self(mob/user)
|
||||
GET_COMPONENT(bananium, /datum/component/material_container)
|
||||
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
|
||||
var/sheet_amount = bananium.retrieve_all()
|
||||
if(sheet_amount)
|
||||
to_chat(user, "<span class='notice'>You retrieve [sheet_amount] sheets of bananium from the prototype shoes.</span>")
|
||||
@@ -42,7 +42,7 @@
|
||||
to_chat(user, "<span class='notice'>The shoes are [on ? "enabled" : "disabled"].</span>")
|
||||
|
||||
/obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click(mob/user)
|
||||
GET_COMPONENT(bananium, /datum/component/material_container)
|
||||
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
|
||||
if(bananium.amount(MAT_BANANIUM))
|
||||
on = !on
|
||||
update_icon()
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
name = "space helmet"
|
||||
icon_state = "spaceold"
|
||||
desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SNUG_FIT
|
||||
item_state = "spaceold"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
|
||||
|
||||
@@ -547,7 +547,7 @@
|
||||
changeWearer()
|
||||
..()
|
||||
|
||||
/obj/item/flightpack/item_action_slot_check(slot)
|
||||
/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
if(slot == ITEM_SLOT_BACK)
|
||||
return TRUE
|
||||
|
||||
@@ -574,7 +574,7 @@
|
||||
momentum_speed_y = 0
|
||||
momentum_speed = max(momentum_speed_x, momentum_speed_y)
|
||||
|
||||
/obj/item/flightpack/item_action_slot_check(slot)
|
||||
/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
return slot == SLOT_BACK
|
||||
|
||||
/obj/item/flightpack/proc/enable_stabilizers()
|
||||
@@ -730,7 +730,7 @@
|
||||
if(!active)
|
||||
clothing_flags &= ~NOSLIP
|
||||
|
||||
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
|
||||
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
return slot == SLOT_SHOES
|
||||
|
||||
/obj/item/clothing/shoes/flightshoes/proc/delink_suit()
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
suit.RemoveHelmet()
|
||||
soundloop.stop(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
if(slot == SLOT_HEAD)
|
||||
return 1
|
||||
|
||||
@@ -135,7 +135,7 @@
|
||||
to_chat(user, "<span class='warning'>You cannot remove the jetpack from [src] while wearing it.</span>")
|
||||
return
|
||||
|
||||
jetpack.turn_off()
|
||||
jetpack.turn_off(user)
|
||||
jetpack.forceMove(drop_location())
|
||||
jetpack = null
|
||||
to_chat(user, "<span class='notice'>You successfully remove the jetpack from [src].</span>")
|
||||
@@ -158,7 +158,7 @@
|
||||
var/datum/action/A = X
|
||||
A.Remove(user)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
|
||||
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
|
||||
return 1
|
||||
|
||||
@@ -433,7 +433,7 @@
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/wizard/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/anti_magic, TRUE, FALSE)
|
||||
AddComponent(/datum/component/anti_magic, TRUE, FALSE, FALSE, ITEM_SLOT_OCLOTHING, INFINITY, FALSE)
|
||||
|
||||
//Medical hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/medical
|
||||
@@ -605,7 +605,6 @@
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
|
||||
item_color = "ancient"
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/datum/component/mobhook
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient
|
||||
name = "prototype RIG hardsuit"
|
||||
@@ -617,7 +616,7 @@
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/footstep = 1
|
||||
var/datum/component/mobhook
|
||||
var/mob/listeningTo
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient/mason
|
||||
name = "M.A.S.O.N RIG"
|
||||
@@ -674,20 +673,24 @@
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
if (slot == SLOT_WEAR_SUIT)
|
||||
if (mobhook && mobhook.parent != user)
|
||||
QDEL_NULL(mobhook)
|
||||
if (!mobhook)
|
||||
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
|
||||
else
|
||||
QDEL_NULL(mobhook)
|
||||
if(slot != SLOT_WEAR_SUIT)
|
||||
if(listeningTo)
|
||||
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
|
||||
return
|
||||
if(listeningTo == user)
|
||||
return
|
||||
if(listeningTo)
|
||||
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
|
||||
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
|
||||
listeningTo = user
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
|
||||
. = ..()
|
||||
QDEL_NULL(mobhook)
|
||||
if(listeningTo)
|
||||
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
|
||||
QDEL_NULL(mobhook) // mobhook is not our component
|
||||
listeningTo = null
|
||||
return ..()
|
||||
|
||||
/////////////SHIELDED//////////////////////////////////
|
||||
@@ -864,3 +867,133 @@
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
actions_types = list()
|
||||
|
||||
/*
|
||||
CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
|
||||
*/
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
|
||||
name = "cydonian helmet"
|
||||
desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
|
||||
icon_state = "knight_cydonia"
|
||||
item_state = "knight_yellow"
|
||||
item_color = null
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | LAVA_PROOF
|
||||
heat_protection = HEAD
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
|
||||
brightness_on = 7
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
|
||||
var/energy_color = "#35FFF0"
|
||||
var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
|
||||
mutantrace_variation = NO_MUTANTRACE_VARIATION
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/Initialize()
|
||||
. = ..()
|
||||
if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
|
||||
var/obj/item/clothing/suit/space/hardsuit/lavaknight/S = loc
|
||||
energy_color = S.energy_color
|
||||
update_icon()
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
|
||||
on = !on
|
||||
|
||||
if(on)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
set_light(0)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
|
||||
var/mutable_appearance/helm_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
|
||||
|
||||
if(energy_color)
|
||||
helm_overlay.color = energy_color
|
||||
|
||||
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
|
||||
|
||||
add_overlay(helm_overlay)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
|
||||
. = ..()
|
||||
if(!isinhands)
|
||||
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
|
||||
energy_overlay.plane = ABOVE_LIGHTING_LAYER
|
||||
energy_overlay.color = energy_color
|
||||
. += energy_overlay
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight
|
||||
icon_state = "knight_cydonia"
|
||||
name = "cydonian armor"
|
||||
desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
|
||||
item_state = "swat_suit"
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | LAVA_PROOF
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
tauric = TRUE //Citadel Add for tauric hardsuits
|
||||
|
||||
var/energy_color = "#35FFF0"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
|
||||
..()
|
||||
light_color = energy_color
|
||||
set_light(1)
|
||||
update_icon()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
|
||||
var/mutable_appearance/suit_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
|
||||
|
||||
if(energy_color)
|
||||
suit_overlay.color = energy_color
|
||||
|
||||
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
|
||||
|
||||
add_overlay(suit_overlay)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
|
||||
. = ..()
|
||||
if(!isinhands)
|
||||
var/mutable_appearance/energy_overlay
|
||||
if(taurmode == SNEK_TAURIC)
|
||||
energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_naga.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
|
||||
else if(taurmode == PAW_TAURIC)
|
||||
energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_canine.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
|
||||
else
|
||||
energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
|
||||
|
||||
energy_overlay.plane = ABOVE_LIGHTING_LAYER
|
||||
energy_overlay.color = energy_color
|
||||
. += energy_overlay
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
|
||||
if(user.incapacitated() || !istype(user))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
if(user.incapacitated() || !istype(user) || !in_range(src, user))
|
||||
return
|
||||
|
||||
if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
|
||||
var/energy_color_input = input(usr,"","Choose Energy Color",energy_color) as color|null
|
||||
if(energy_color_input)
|
||||
energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
|
||||
user.update_inv_wear_suit()
|
||||
if(helmet)
|
||||
var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/H = helmet
|
||||
H.energy_color = energy_color
|
||||
user.update_inv_head()
|
||||
H.update_icon()
|
||||
update_icon()
|
||||
user.update_inv_wear_suit()
|
||||
light_color = energy_color
|
||||
update_light()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
|
||||
|
||||
@@ -368,6 +368,10 @@ Contains:
|
||||
resistance_flags = FIRE_PROOF
|
||||
mutantrace_variation = NO_MUTANTRACE_VARIATION
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_HEAD)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal
|
||||
name = "paranormal response team suit"
|
||||
desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats."
|
||||
@@ -380,7 +384,7 @@ Contains:
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/anti_magic, TRUE, TRUE)
|
||||
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, ITEM_SLOT_OCLOTHING)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
|
||||
name = "inquisitor's hardsuit"
|
||||
|
||||
@@ -31,12 +31,12 @@
|
||||
adjusted = NORMAL_STYLE
|
||||
|
||||
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
|
||||
if(H.dna.features["taur"] in list("Naga", "Tentacle"))
|
||||
if(H.dna.features["taur"] in GLOB.noodle_taurs)
|
||||
taurmode = SNEK_TAURIC
|
||||
if(tauric == TRUE)
|
||||
center = TRUE
|
||||
dimension_x = 64
|
||||
else if(H.dna.features["taur"] in list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger","Deer"))
|
||||
else if(H.dna.features["taur"] in GLOB.paw_taurs)
|
||||
taurmode = PAW_TAURIC
|
||||
if(tauric == TRUE)
|
||||
center = TRUE
|
||||
@@ -54,11 +54,11 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(tauric)
|
||||
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
|
||||
if(blood_DNA)
|
||||
if(tauric && taurmode >= SNEK_TAURIC)
|
||||
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
|
||||
else
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
|
||||
var/mob/living/carbon/human/M = loc
|
||||
if(ishuman(M) && M.w_uniform)
|
||||
var/obj/item/clothing/under/U = M.w_uniform
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "bio"
|
||||
desc = "A hood that protects the head and face from biological contaminants."
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
|
||||
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
@@ -69,6 +69,7 @@
|
||||
icon_state = "golhood"
|
||||
desc = "A protective & concealing hood."
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
|
||||
clothing_flags = SNUG_FIT
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/suit/hooded/cloak/drake
|
||||
@@ -88,6 +89,7 @@
|
||||
icon_state = "dragon"
|
||||
desc = "The skull of a dragon."
|
||||
armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
|
||||
clothing_flags = SNUG_FIT
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
/obj/item/clothing/suit/hooded/ui_action_click()
|
||||
ToggleHood()
|
||||
|
||||
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user)
|
||||
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user, datum/action/A)
|
||||
if(slot == SLOT_WEAR_SUIT || slot == SLOT_NECK)
|
||||
return 1
|
||||
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
clothing_flags = THICKMATERIAL
|
||||
clothing_flags = THICKMATERIAL | SNUG_FIT
|
||||
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
dynamic_hair_suffix = ""
|
||||
@@ -123,7 +123,7 @@
|
||||
name = "radiation hood"
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
|
||||
clothing_flags = THICKMATERIAL
|
||||
clothing_flags = THICKMATERIAL|SNUG_FIT
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
|
||||
strip_delay = 60
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
|
||||
strip_delay = 50
|
||||
equip_delay_other = 50
|
||||
clothing_flags = SNUG_FIT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
|
||||
|
||||
@@ -22,8 +22,8 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
var/datum/component/storage/detached_pockets
|
||||
|
||||
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
|
||||
GET_COMPONENT(storage, /datum/component/storage)
|
||||
var/datum/component/storage/storage = GetComponent(/datum/component/storage)
|
||||
if(storage)
|
||||
if(SEND_SIGNAL(U, COMSIG_CONTAINS_STORAGE))
|
||||
return FALSE
|
||||
|
||||
@@ -715,8 +715,9 @@
|
||||
name = "gear harness"
|
||||
desc = "A simple, inconspicuous harness replacement for a jumpsuit."
|
||||
icon_state = "gear_harness"
|
||||
item_state = "gear_harness" //We dont use golem do to being a item, item without faces making it default to error suit sprites.
|
||||
item_state = "gear_harness"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
can_adjust = FALSE
|
||||
|
||||
/obj/item/clothing/under/durathread
|
||||
name = "durathread jumpsuit"
|
||||
|
||||
Reference in New Issue
Block a user