initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,147 @@
|
||||
|
||||
//Hat Station 13
|
||||
|
||||
/obj/item/clothing/head/collectable
|
||||
name = "collectable hat"
|
||||
desc = "A rare collectable hat."
|
||||
|
||||
/obj/item/clothing/head/collectable/petehat
|
||||
name = "ultra rare Pete's hat!"
|
||||
desc = "It smells faintly of plasma."
|
||||
icon_state = "petehat"
|
||||
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "collectable slime cap!"
|
||||
desc = "It just latches right in place!"
|
||||
icon_state = "slime"
|
||||
|
||||
/obj/item/clothing/head/collectable/xenom
|
||||
name = "collectable xenomorph helmet!"
|
||||
desc = "Hiss hiss hiss!"
|
||||
icon_state = "xenom"
|
||||
|
||||
/obj/item/clothing/head/collectable/chef
|
||||
name = "collectable chef's hat"
|
||||
desc = "A rare chef's hat meant for hat collectors!"
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/chef
|
||||
|
||||
/obj/item/clothing/head/collectable/paper
|
||||
name = "collectable paper hat"
|
||||
desc = "What looks like an ordinary paper hat is actually a rare and valuable collector's edition paper hat. Keep away from water, fire, and Librarians."
|
||||
icon_state = "paper"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head
|
||||
|
||||
/obj/item/clothing/head/collectable/tophat
|
||||
name = "collectable top hat"
|
||||
desc = "A top hat worn by only the most prestigious hat collectors."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
|
||||
/obj/item/clothing/head/collectable/captain
|
||||
name = "collectable captain's hat"
|
||||
desc = "A collectable hat that'll make you look just like a real comdom!"
|
||||
icon_state = "captain"
|
||||
item_state = "caphat"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/captain
|
||||
|
||||
/obj/item/clothing/head/collectable/police
|
||||
name = "collectable police officer's hat"
|
||||
desc = "A collectable police officer's Hat. This hat emphasizes that you are THE LAW."
|
||||
icon_state = "policehelm"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/warden
|
||||
|
||||
/obj/item/clothing/head/collectable/beret
|
||||
name = "collectable beret"
|
||||
desc = "A collectable red beret. It smells faintly of garlic."
|
||||
icon_state = "beret"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/beret
|
||||
|
||||
/obj/item/clothing/head/collectable/welding
|
||||
name = "collectable welding helmet"
|
||||
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"
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/head/collectable/slime
|
||||
name = "collectable slime hat"
|
||||
desc = "Just like a real brain slug!"
|
||||
icon_state = "headslime"
|
||||
item_state = "headslime"
|
||||
|
||||
/obj/item/clothing/head/collectable/flatcap
|
||||
name = "collectable flat cap"
|
||||
desc = "A collectible farmer's flat cap!"
|
||||
icon_state = "flat_cap"
|
||||
item_state = "detective"
|
||||
|
||||
/obj/item/clothing/head/collectable/pirate
|
||||
name = "collectable pirate hat"
|
||||
desc = "You'd make a great Dread Syndie Roberts!"
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/pirate
|
||||
|
||||
/obj/item/clothing/head/collectable/kitty
|
||||
name = "collectable kitty ears"
|
||||
desc = "The fur feels... a bit too realistic."
|
||||
icon_state = "kitty"
|
||||
item_state = "kitty"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/kitty
|
||||
|
||||
/obj/item/clothing/head/collectable/rabbitears
|
||||
name = "collectable rabbit ears"
|
||||
desc = "Not as lucky as the feet!"
|
||||
icon_state = "bunny"
|
||||
item_state = "bunny"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/rabbit
|
||||
|
||||
/obj/item/clothing/head/collectable/wizard
|
||||
name = "collectable wizard's hat"
|
||||
desc = "NOTE: Any magical powers gained from wearing this hat are purely coincidental."
|
||||
icon_state = "wizard"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
|
||||
/obj/item/clothing/head/collectable/hardhat
|
||||
name = "collectable hard hat"
|
||||
desc = "WARNING! Offers no real protection, or luminosity, but damn, is it fancy!"
|
||||
icon_state = "hardhat0_yellow"
|
||||
item_state = "hardhat0_yellow"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head
|
||||
|
||||
/obj/item/clothing/head/collectable/HoS
|
||||
name = "collectable HoS hat"
|
||||
desc = "Now you too can beat prisoners, set silly sentences, and arrest for no reason!"
|
||||
icon_state = "hoscap"
|
||||
|
||||
/obj/item/clothing/head/collectable/HoP
|
||||
name = "collectable HoP hat"
|
||||
desc = "It's your turn to demand excessive paperwork, signatures, stamps, and hire more clowns! Papers, please!"
|
||||
icon_state = "hopcap"
|
||||
dog_fashion = /datum/dog_fashion/head/hop
|
||||
|
||||
/obj/item/clothing/head/collectable/thunderdome
|
||||
name = "collectable Thunderdome helmet"
|
||||
desc = "Go Red! I mean Green! I mean Red! No Green!"
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/head/collectable/swat
|
||||
name = "collectable SWAT helmet"
|
||||
desc = "That's not real blood. That's red paint." //Reference to the actual description
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
burn_state = FIRE_PROOF
|
||||
@@ -0,0 +1,98 @@
|
||||
/obj/item/clothing/head/hardhat
|
||||
name = "hard hat"
|
||||
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
|
||||
icon_state = "hardhat0_yellow"
|
||||
item_state = "hardhat0_yellow"
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
var/on = 0
|
||||
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
|
||||
armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
|
||||
flags_inv = 0
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head
|
||||
|
||||
/obj/item/clothing/head/hardhat/attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
user << "<span class='warning'>You cannot turn the light on while in this [user.loc]!</span>" //To prevent some lighting anomalities.
|
||||
return
|
||||
on = !on
|
||||
icon_state = "hardhat[on]_[item_color]"
|
||||
item_state = "hardhat[on]_[item_color]"
|
||||
user.update_inv_head() //so our mob-overlays update
|
||||
|
||||
if(on)
|
||||
turn_on(user)
|
||||
else
|
||||
turn_off(user)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/clothing/head/hardhat/pickup(mob/user)
|
||||
..()
|
||||
if(on)
|
||||
user.AddLuminosity(brightness_on)
|
||||
SetLuminosity(0)
|
||||
|
||||
/obj/item/clothing/head/hardhat/dropped(mob/user)
|
||||
..()
|
||||
if(on)
|
||||
user.AddLuminosity(-brightness_on)
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
|
||||
user.AddLuminosity(brightness_on)
|
||||
|
||||
/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
|
||||
user.AddLuminosity(-brightness_on)
|
||||
|
||||
/obj/item/clothing/head/hardhat/orange
|
||||
icon_state = "hardhat0_orange"
|
||||
item_state = "hardhat0_orange"
|
||||
item_color = "orange"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/hardhat/red
|
||||
icon_state = "hardhat0_red"
|
||||
item_state = "hardhat0_red"
|
||||
item_color = "red"
|
||||
dog_fashion = null
|
||||
name = "firefighter helmet"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
|
||||
|
||||
/obj/item/clothing/head/hardhat/white
|
||||
icon_state = "hardhat0_white"
|
||||
item_state = "hardhat0_white"
|
||||
item_color = "white"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
|
||||
dog_fashion = /datum/dog_fashion/head
|
||||
|
||||
/obj/item/clothing/head/hardhat/dblue
|
||||
icon_state = "hardhat0_dblue"
|
||||
item_state = "hardhat0_dblue"
|
||||
item_color = "dblue"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/hardhat/atmos
|
||||
icon_state = "hardhat0_atmos"
|
||||
item_state = "hardhat0_atmos"
|
||||
item_color = "atmos"
|
||||
dog_fashion = null
|
||||
name = "atmospheric technician's firefighting helmet"
|
||||
desc = "A firefighter's helmet, able to keep the user cool in any situation."
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
|
||||
@@ -0,0 +1,334 @@
|
||||
/obj/item/clothing/head/helmet
|
||||
name = "helmet"
|
||||
desc = "Standard Security gear. Protects the head from impacts."
|
||||
icon_state = "helmet"
|
||||
flags = HEADBANGPROTECT
|
||||
item_state = "helmet"
|
||||
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
burn_state = FIRE_PROOF
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/helmet
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/New()
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/emp_act(severity)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/sec
|
||||
can_flashlight = 1
|
||||
|
||||
/obj/item/clothing/head/helmet/alt
|
||||
name = "bulletproof helmet"
|
||||
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "helmetalt"
|
||||
item_state = "helmetalt"
|
||||
armor = list(melee = 15, bullet = 40, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
can_flashlight = 1
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/riot
|
||||
name = "riot helmet"
|
||||
desc = "It's a helmet specifically designed to protect against close range attacks."
|
||||
icon_state = "riot"
|
||||
item_state = "helmet"
|
||||
toggle_message = "You pull the visor down on"
|
||||
alt_toggle_message = "You push the visor up on"
|
||||
can_toggle = 1
|
||||
flags = HEADBANGPROTECT
|
||||
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE
|
||||
strip_delay = 80
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
visor_flags_inv = HIDEMASK|HIDEFACE
|
||||
toggle_cooldown = 0
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/attack_self(mob/user)
|
||||
if(can_toggle && !user.incapacitated())
|
||||
if(world.time > cooldown + toggle_cooldown)
|
||||
cooldown = world.time
|
||||
up = !up
|
||||
flags ^= visor_flags
|
||||
flags_inv ^= visor_flags_inv
|
||||
flags_cover ^= visor_flags_cover
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""]"
|
||||
user << "[up ? alt_toggle_message : toggle_message] \the [src]"
|
||||
|
||||
user.update_inv_head()
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.head_update(src, forced = 1)
|
||||
|
||||
if(active_sound)
|
||||
while(up)
|
||||
playsound(src.loc, "[active_sound]", 100, 0, 4)
|
||||
sleep(15)
|
||||
|
||||
/obj/item/clothing/head/helmet/justice
|
||||
name = "helmet of justice"
|
||||
desc = "WEEEEOOO. WEEEEEOOO. WEEEEOOOO."
|
||||
icon_state = "justice"
|
||||
toggle_message = "You turn off the lights on"
|
||||
alt_toggle_message = "You turn on the lights on"
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
can_toggle = 1
|
||||
toggle_cooldown = 20
|
||||
active_sound = 'sound/items/WEEOO1.ogg'
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/justice/escape
|
||||
name = "alarm helmet"
|
||||
desc = "WEEEEOOO. WEEEEEOOO. STOP THAT MONKEY. WEEEOOOO."
|
||||
icon_state = "justice2"
|
||||
toggle_message = "You turn off the light on"
|
||||
alt_toggle_message = "You turn on the light on"
|
||||
|
||||
/obj/item/clothing/head/helmet/swat
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern."
|
||||
icon_state = "swatsyndie"
|
||||
item_state = "swatsyndie"
|
||||
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20)
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "An extremely robust, space-worthy helmet with the Nanotrasen logo emblazoned on the top."
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 40, bullet = 30, laser = 25,energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/roman
|
||||
name = "roman helmet"
|
||||
desc = "An ancient helmet made of bronze and leather."
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
|
||||
icon_state = "roman"
|
||||
item_state = "roman"
|
||||
strip_delay = 100
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/roman/legionaire
|
||||
name = "roman legionaire helmet"
|
||||
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
|
||||
icon_state = "roman_c"
|
||||
item_state = "roman_c"
|
||||
|
||||
/obj/item/clothing/head/helmet/gladiator
|
||||
name = "gladiator helmet"
|
||||
desc = "Ave, Imperator, morituri te salutant."
|
||||
icon_state = "gladiator"
|
||||
item_state = "gladiator"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/redtaghelm
|
||||
name = "red laser tag helmet"
|
||||
desc = "They have chosen their own end."
|
||||
icon_state = "redtaghelm"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
item_state = "redtaghelm"
|
||||
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
|
||||
// Offer about the same protection as a hardhat.
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/bluetaghelm
|
||||
name = "blue laser tag helmet"
|
||||
desc = "They'll need more men."
|
||||
icon_state = "bluetaghelm"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
item_state = "bluetaghelm"
|
||||
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0)
|
||||
// Offer about the same protection as a hardhat.
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/knight
|
||||
name = "medieval helmet"
|
||||
desc = "A classic metal helmet."
|
||||
icon_state = "knight_green"
|
||||
item_state = "knight_green"
|
||||
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
|
||||
flags = null
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/blue
|
||||
icon_state = "knight_blue"
|
||||
item_state = "knight_blue"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
item_state = "knight_yellow"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/red
|
||||
icon_state = "knight_red"
|
||||
item_state = "knight_red"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/templar
|
||||
name = "crusader helmet"
|
||||
desc = "Deus Vult."
|
||||
icon_state = "knight_templar"
|
||||
item_state = "knight_templar"
|
||||
|
||||
/obj/item/clothing/head/helmet/skull
|
||||
name = "skull helmet"
|
||||
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20)
|
||||
icon_state = "skull"
|
||||
item_state = "skull"
|
||||
strip_delay = 100
|
||||
|
||||
//LightToggle
|
||||
|
||||
/obj/item/clothing/head/helmet/update_icon()
|
||||
|
||||
var/state = "[initial(icon_state)]"
|
||||
if(F)
|
||||
if(F.on)
|
||||
state += "-flight-on" //"helmet-flight-on" // "helmet-cam-flight-on"
|
||||
else
|
||||
state += "-flight" //etc.
|
||||
|
||||
icon_state = state
|
||||
|
||||
if(istype(loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_inv_head()
|
||||
|
||||
return
|
||||
|
||||
/obj/item/clothing/head/helmet/ui_action_click(mob/user, actiontype)
|
||||
if(actiontype == /datum/action/item_action/toggle_helmet_flashlight)
|
||||
toggle_helmlight()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/device/flashlight/seclite))
|
||||
var/obj/item/device/flashlight/seclite/S = I
|
||||
if(can_flashlight)
|
||||
if(!F)
|
||||
if(!user.unEquip(S))
|
||||
return
|
||||
user << "<span class='notice'>You click [S] into place on [src].</span>"
|
||||
if(S.on)
|
||||
SetLuminosity(0)
|
||||
F = S
|
||||
S.loc = src
|
||||
update_icon()
|
||||
update_helmlight(user)
|
||||
verbs += /obj/item/clothing/head/helmet/proc/toggle_helmlight
|
||||
var/datum/action/A = new /datum/action/item_action/toggle_helmet_flashlight(src)
|
||||
if(loc == user)
|
||||
A.Grant(user)
|
||||
return
|
||||
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
if(F)
|
||||
for(var/obj/item/device/flashlight/seclite/S in src)
|
||||
user << "<span class='notice'>You unscrew the seclite from [src].</span>"
|
||||
F = null
|
||||
S.loc = get_turf(user)
|
||||
update_helmlight(user)
|
||||
S.update_brightness(user)
|
||||
update_icon()
|
||||
usr.update_inv_head()
|
||||
verbs -= /obj/item/clothing/head/helmet/proc/toggle_helmlight
|
||||
for(var/datum/action/item_action/toggle_helmet_flashlight/THL in actions)
|
||||
qdel(THL)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/toggle_helmlight()
|
||||
set name = "Toggle Helmetlight"
|
||||
set category = "Object"
|
||||
set desc = "Click to toggle your helmet's attached flashlight."
|
||||
|
||||
if(!F)
|
||||
return
|
||||
|
||||
var/mob/user = usr
|
||||
if(user.incapacitated())
|
||||
return
|
||||
if(!isturf(user.loc))
|
||||
user << "<span class='warning'>You cannot turn the light on while in this [user.loc]!</span>"
|
||||
F.on = !F.on
|
||||
user << "<span class='notice'>You toggle the helmetlight [F.on ? "on":"off"].</span>"
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
update_helmlight(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/update_helmlight(mob/user = null)
|
||||
if(F)
|
||||
if(F.on)
|
||||
if(loc == user)
|
||||
user.AddLuminosity(F.brightness_on)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(F.brightness_on)
|
||||
else
|
||||
if(loc == user)
|
||||
user.AddLuminosity(-F.brightness_on)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(0)
|
||||
update_icon()
|
||||
|
||||
else
|
||||
if(loc == user)
|
||||
user.AddLuminosity(-5)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(0)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/clothing/head/helmet/pickup(mob/user)
|
||||
..()
|
||||
if(F)
|
||||
if(F.on)
|
||||
user.AddLuminosity(F.brightness_on)
|
||||
SetLuminosity(0)
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/dropped(mob/user)
|
||||
..()
|
||||
if(F)
|
||||
if(F.on)
|
||||
user.AddLuminosity(-F.brightness_on)
|
||||
SetLuminosity(F.brightness_on)
|
||||
@@ -0,0 +1,137 @@
|
||||
|
||||
//Bartender //it's chef what the fuck is your problem?
|
||||
/obj/item/clothing/head/chefhat
|
||||
name = "chef's hat"
|
||||
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
desc = "The commander in chef's head wear."
|
||||
strip_delay = 10
|
||||
put_on_delay = 10
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/chef
|
||||
|
||||
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like they're trying to become a chef.</span>")
|
||||
user.say("Bork Bork Bork!")
|
||||
sleep(20)
|
||||
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
|
||||
user.say("BOOORK!")
|
||||
playsound(user, 'sound/machines/ding.ogg', 50, 1)
|
||||
return(FIRELOSS)
|
||||
|
||||
//Captain
|
||||
/obj/item/clothing/head/caphat
|
||||
name = "captain's hat"
|
||||
desc = "It's good being the king."
|
||||
icon_state = "captain"
|
||||
item_state = "that"
|
||||
flags_inv = 0
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/captain
|
||||
|
||||
//Captain: This is no longer space-worthy
|
||||
/obj/item/clothing/head/caphat/parade
|
||||
name = "captain's parade cap"
|
||||
desc = "Worn only by Captains with an abundance of class."
|
||||
icon_state = "capcap"
|
||||
|
||||
dog_fashion = null
|
||||
|
||||
|
||||
//Head of Personnel
|
||||
/obj/item/clothing/head/hopcap
|
||||
name = "head of personnel's cap"
|
||||
icon_state = "hopcap"
|
||||
desc = "The symbol of true bureaucratic micromanagement."
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/hop
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/head/nun_hood
|
||||
name = "nun hood"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun_hood"
|
||||
flags_inv = HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/obj/item/clothing/head/det_hat
|
||||
name = "detective's fedora"
|
||||
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
|
||||
icon_state = "detective"
|
||||
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
var/candy_cooldown = 0
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/detective
|
||||
|
||||
/obj/item/clothing/head/det_hat/AltClick()
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
if(candy_cooldown < world.time)
|
||||
var/obj/item/weapon/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/weapon/reagent_containers/food/snacks/candy_corn(src)
|
||||
M.put_in_hands(CC)
|
||||
M << "You slip a candy corn from your hat."
|
||||
candy_cooldown = world.time+1200
|
||||
else
|
||||
M << "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash."
|
||||
|
||||
|
||||
//Mime
|
||||
/obj/item/clothing/head/beret
|
||||
name = "beret"
|
||||
desc = "A beret, a mime's favorite headwear."
|
||||
icon_state = "beret"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/beret
|
||||
|
||||
|
||||
//Security
|
||||
|
||||
/obj/item/clothing/head/HoS
|
||||
name = "head of security cap"
|
||||
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap"
|
||||
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/HoS/beret
|
||||
name = "head of security beret"
|
||||
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
|
||||
icon_state = "hosberetblack"
|
||||
|
||||
/obj/item/clothing/head/warden
|
||||
name = "warden's police hat"
|
||||
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
|
||||
icon_state = "policehelm"
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/warden
|
||||
|
||||
/obj/item/clothing/head/beret/sec
|
||||
name = "security beret"
|
||||
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection."
|
||||
icon_state = "beret_badge"
|
||||
armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/beret/sec/navyhos
|
||||
name = "head of security's beret"
|
||||
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."
|
||||
icon_state = "hosberet"
|
||||
|
||||
/obj/item/clothing/head/beret/sec/navywarden
|
||||
name = "warden's beret"
|
||||
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
|
||||
icon_state = "wardenberet"
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/head/beret/sec/navyofficer
|
||||
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
|
||||
icon_state = "officerberet"
|
||||
@@ -0,0 +1,263 @@
|
||||
|
||||
|
||||
/obj/item/clothing/head/centhat
|
||||
name = "\improper Centcom hat"
|
||||
icon_state = "centcom"
|
||||
desc = "It's good to be emperor."
|
||||
item_state = "that"
|
||||
flags_inv = 0
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/powdered_wig
|
||||
name = "powdered wig"
|
||||
desc = "A powdered wig."
|
||||
icon_state = "pwig"
|
||||
item_state = "pwig"
|
||||
|
||||
/obj/item/clothing/head/that
|
||||
name = "top-hat"
|
||||
desc = "It's an amish looking hat."
|
||||
icon_state = "tophat"
|
||||
item_state = "that"
|
||||
dog_fashion = /datum/dog_fashion/head
|
||||
|
||||
/obj/item/clothing/head/canada
|
||||
name = "striped red tophat"
|
||||
desc = " It feels sticky, like maple syrup - <i>il se sent collante, comme le sirop d'érable</i>"
|
||||
icon_state = "canada"
|
||||
item_state = "canada"
|
||||
|
||||
/obj/item/clothing/head/redcoat
|
||||
name = "redcoat's hat"
|
||||
icon_state = "redcoat"
|
||||
desc = "<i>'I guess it's a redhead.'</i>"
|
||||
|
||||
/obj/item/clothing/head/mailman
|
||||
name = "mailman's hat"
|
||||
icon_state = "mailman"
|
||||
desc = "<i>'Right-on-time'</i> mail service head wear."
|
||||
|
||||
/obj/item/clothing/head/plaguedoctorhat
|
||||
name = "plague doctor's hat"
|
||||
desc = "These were once used by plague doctors. They're pretty much useless."
|
||||
icon_state = "plaguedoctor"
|
||||
permeability_coefficient = 0.01
|
||||
|
||||
/obj/item/clothing/head/hasturhood
|
||||
name = "hastur's hood"
|
||||
desc = "It's <i>unspeakably</i> stylish."
|
||||
icon_state = "hasturhood"
|
||||
flags_inv = HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/obj/item/clothing/head/nursehat
|
||||
name = "nurse's hat"
|
||||
desc = "It allows quick identification of trained medical personnel."
|
||||
icon_state = "nursehat"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/nurse
|
||||
|
||||
/obj/item/clothing/head/syndicatefake
|
||||
name = "black space-helmet replica"
|
||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
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
|
||||
|
||||
/obj/item/clothing/head/snowman
|
||||
name = "Snowman Head"
|
||||
desc = "A ball of white styrofoam. So festive."
|
||||
icon_state = "snowman_h"
|
||||
item_state = "snowman_h"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/head/justice
|
||||
name = "justice hat"
|
||||
desc = "Fight for what's righteous!"
|
||||
icon_state = "justicered"
|
||||
item_state = "justicered"
|
||||
flags_inv = HIDEHAIR|HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/obj/item/clothing/head/justice/blue
|
||||
icon_state = "justiceblue"
|
||||
item_state = "justiceblue"
|
||||
|
||||
/obj/item/clothing/head/justice/yellow
|
||||
icon_state = "justiceyellow"
|
||||
item_state = "justiceyellow"
|
||||
|
||||
/obj/item/clothing/head/justice/green
|
||||
icon_state = "justicegreen"
|
||||
item_state = "justicegreen"
|
||||
|
||||
/obj/item/clothing/head/justice/pink
|
||||
icon_state = "justicepink"
|
||||
item_state = "justicepink"
|
||||
|
||||
/obj/item/clothing/head/rabbitears
|
||||
name = "rabbit ears"
|
||||
desc = "Wearing these makes you look useless, and only good for your sex appeal."
|
||||
icon_state = "bunny"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/rabbit
|
||||
|
||||
|
||||
/obj/item/clothing/head/flatcap
|
||||
name = "flat cap"
|
||||
desc = "A working man's cap."
|
||||
icon_state = "flat_cap"
|
||||
item_state = "detective"
|
||||
|
||||
/obj/item/clothing/head/pirate
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/pirate
|
||||
|
||||
/obj/item/clothing/head/hgpiratecap
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
icon_state = "hgpiratecap"
|
||||
item_state = "hgpiratecap"
|
||||
|
||||
/obj/item/clothing/head/bandana
|
||||
name = "pirate bandana"
|
||||
desc = "Yarr."
|
||||
icon_state = "bandana"
|
||||
item_state = "bandana"
|
||||
|
||||
/obj/item/clothing/head/bowler
|
||||
name = "bowler-hat"
|
||||
desc = "Gentleman, elite aboard!"
|
||||
icon_state = "bowler"
|
||||
item_state = "bowler"
|
||||
|
||||
/obj/item/clothing/head/witchwig
|
||||
name = "witch costume wig"
|
||||
desc = "Eeeee~heheheheheheh!"
|
||||
icon_state = "witch"
|
||||
item_state = "witch"
|
||||
flags_inv = HIDEHAIR
|
||||
|
||||
/obj/item/clothing/head/chicken
|
||||
name = "chicken suit head"
|
||||
desc = "Bkaw!"
|
||||
icon_state = "chickenhead"
|
||||
item_state = "chickensuit"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/head/griffin
|
||||
name = "griffon head"
|
||||
desc = "Why not 'eagle head'? Who knows."
|
||||
icon_state = "griffinhat"
|
||||
item_state = "griffinhat"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/head/bearpelt
|
||||
name = "bear pelt hat"
|
||||
desc = "Fuzzy."
|
||||
icon_state = "bearpelt"
|
||||
item_state = "bearpelt"
|
||||
|
||||
/obj/item/clothing/head/xenos
|
||||
name = "xenos helmet"
|
||||
icon_state = "xenos"
|
||||
item_state = "xenos_helm"
|
||||
desc = "A helmet made out of chitinous alien hide."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/head/fedora
|
||||
name = "fedora"
|
||||
icon_state = "fedora"
|
||||
item_state = "fedora"
|
||||
desc = "A really cool hat if you're a mobster. A really lame hat if you're not."
|
||||
|
||||
/obj/item/clothing/head/fedora/suicide_act(mob/user)
|
||||
if(user.gender == FEMALE)
|
||||
return 0
|
||||
var/mob/living/carbon/human/H = user
|
||||
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like they're trying to be nice to girls.</span>")
|
||||
user.say("M'lady.")
|
||||
sleep(10)
|
||||
H.facial_hair_style = "Neckbeard"
|
||||
return(BRUTELOSS)
|
||||
|
||||
/obj/item/clothing/head/sombrero
|
||||
name = "sombrero"
|
||||
icon_state = "sombrero"
|
||||
item_state = "sombrero"
|
||||
desc = "You can practically taste the fiesta."
|
||||
flags_inv = HIDEHAIR
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/sombrero
|
||||
|
||||
/obj/item/clothing/head/sombrero/green
|
||||
name = "green sombrero"
|
||||
icon_state = "greensombrero"
|
||||
item_state = "greensombrero"
|
||||
desc = "As elegant as a dancing cactus."
|
||||
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/sombrero/shamebrero
|
||||
name = "shamebrero"
|
||||
icon_state = "shamebrero"
|
||||
item_state = "shamebrero"
|
||||
desc = "Once it's on, it never comes off."
|
||||
flags = NODROP
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/cone
|
||||
desc = "This cone is trying to warn you of something!"
|
||||
name = "warning cone"
|
||||
icon = 'icons/obj/janitor.dmi'
|
||||
icon_state = "cone"
|
||||
item_state = "cone"
|
||||
force = 1
|
||||
throwforce = 3
|
||||
throw_speed = 2
|
||||
throw_range = 5
|
||||
w_class = 2
|
||||
attack_verb = list("warned", "cautioned", "smashed")
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/head/santa
|
||||
name = "santa hat"
|
||||
desc = "On the first day of christmas my employer gave to me!"
|
||||
icon_state = "santahatnorm"
|
||||
item_state = "that"
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
|
||||
dog_fashion = /datum/dog_fashion/head/santa
|
||||
|
||||
/obj/item/clothing/head/jester
|
||||
name = "jester hat"
|
||||
desc = "A hat with bells, to add some merryness to the suit."
|
||||
icon_state = "jester_hat"
|
||||
|
||||
/obj/item/clothing/head/rice_hat
|
||||
name = "rice hat"
|
||||
desc = "Welcome to the rice fields, motherfucker."
|
||||
icon_state = "rice_hat"
|
||||
|
||||
/obj/item/clothing/head/lizard
|
||||
name = "lizardskin cloche hat"
|
||||
desc = "How many lizards died to make this hat? Not enough."
|
||||
icon_state = "lizard"
|
||||
|
||||
/obj/item/clothing/head/papersack
|
||||
name = "paper sack hat"
|
||||
desc = "A paper sack with crude holes cut out for eyes. Useful for hiding one's identity or ugliness."
|
||||
icon_state = "papersack"
|
||||
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
|
||||
|
||||
/obj/item/clothing/head/papersack/smiley
|
||||
name = "paper sack hat"
|
||||
desc = "A paper sack with crude holes cut out for eyes and a sketchy smile drawn on the front. Not creepy at all."
|
||||
icon_state = "papersack_smile"
|
||||
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
|
||||
@@ -0,0 +1,181 @@
|
||||
/*
|
||||
* Contents:
|
||||
* Welding mask
|
||||
* Cakehat
|
||||
* Ushanka
|
||||
* Pumpkin head
|
||||
* Kitty ears
|
||||
* Cardborg disguise
|
||||
*/
|
||||
|
||||
/*
|
||||
* Welding mask
|
||||
*/
|
||||
/obj/item/clothing/head/welding
|
||||
name = "welding helmet"
|
||||
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
|
||||
icon_state = "welding"
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
item_state = "welding"
|
||||
materials = list(MAT_METAL=1750, MAT_GLASS=400)
|
||||
// var/up = 0
|
||||
flash_protect = 2
|
||||
tint = 2
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/head/welding/attack_self()
|
||||
toggle()
|
||||
|
||||
|
||||
/obj/item/clothing/head/welding/verb/toggle()
|
||||
set category = "Object"
|
||||
set name = "Adjust welding helmet"
|
||||
set src in usr
|
||||
|
||||
weldingvisortoggle()
|
||||
|
||||
|
||||
/*
|
||||
* Cakehat
|
||||
*/
|
||||
/obj/item/clothing/head/hardhat/cakehat
|
||||
name = "cakehat"
|
||||
desc = "You put the cake on your head. Brilliant."
|
||||
icon_state = "hardhat0_cakehat"
|
||||
item_state = "hardhat0_cakehat"
|
||||
item_color = "cakehat"
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
brightness_on = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
heat = 1000
|
||||
|
||||
/obj/item/clothing/head/hardhat/cakehat/process()
|
||||
var/turf/location = src.loc
|
||||
if(istype(location, /mob/))
|
||||
var/mob/living/carbon/human/M = location
|
||||
if(M.l_hand == src || M.r_hand == src || M.head == src)
|
||||
location = M.loc
|
||||
|
||||
if (istype(location, /turf))
|
||||
location.hotspot_expose(700, 1)
|
||||
|
||||
/obj/item/clothing/head/hardhat/cakehat/turn_on()
|
||||
..()
|
||||
force = 15
|
||||
throwforce = 15
|
||||
damtype = BURN
|
||||
hitsound = 'sound/items/Welder.ogg'
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/clothing/head/hardhat/cakehat/turn_off()
|
||||
..()
|
||||
force = 0
|
||||
throwforce = 0
|
||||
damtype = BRUTE
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/clothing/head/hardhat/cakehat/is_hot()
|
||||
return on * heat
|
||||
/*
|
||||
* Ushanka
|
||||
*/
|
||||
/obj/item/clothing/head/ushanka
|
||||
name = "ushanka"
|
||||
desc = "Perfect for winter in Siberia, da?"
|
||||
icon_state = "ushankadown"
|
||||
item_state = "ushankadown"
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
var/earflaps = 1
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/ushanka
|
||||
|
||||
/obj/item/clothing/head/ushanka/attack_self(mob/user)
|
||||
if(earflaps)
|
||||
src.icon_state = "ushankaup"
|
||||
src.item_state = "ushankaup"
|
||||
earflaps = 0
|
||||
user << "<span class='notice'>You raise the ear flaps on the ushanka.</span>"
|
||||
else
|
||||
src.icon_state = "ushankadown"
|
||||
src.item_state = "ushankadown"
|
||||
earflaps = 1
|
||||
user << "<span class='notice'>You lower the ear flaps on the ushanka.</span>"
|
||||
|
||||
/*
|
||||
* Pumpkin head
|
||||
*/
|
||||
/obj/item/clothing/head/hardhat/pumpkinhead
|
||||
name = "carved pumpkin"
|
||||
desc = "A jack o' lantern! Believed to ward off evil spirits."
|
||||
icon_state = "hardhat0_pumpkin"
|
||||
item_state = "hardhat0_pumpkin"
|
||||
item_color = "pumpkin"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
brightness_on = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/*
|
||||
* Kitty ears
|
||||
*/
|
||||
/obj/item/clothing/head/kitty
|
||||
name = "kitty ears"
|
||||
desc = "A pair of kitty ears. Meow!"
|
||||
icon_state = "kitty"
|
||||
color = "#999"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/kitty
|
||||
|
||||
/obj/item/clothing/head/kitty/equipped(mob/user, slot)
|
||||
if(user && slot == slot_head)
|
||||
update_icon(user)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/kitty/update_icon(mob/living/carbon/human/user)
|
||||
if(istype(user))
|
||||
color = "#[user.hair_color]"
|
||||
|
||||
|
||||
/obj/item/clothing/head/hardhat/reindeer
|
||||
name = "novelty reindeer hat"
|
||||
desc = "Some fake antlers and a very fake red nose."
|
||||
icon_state = "hardhat0_reindeer"
|
||||
item_state = "hardhat0_reindeer"
|
||||
item_color = "reindeer"
|
||||
flags_inv = 0
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
brightness_on = 1 //luminosity when on
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/reindeer
|
||||
|
||||
/obj/item/clothing/head/cardborg
|
||||
name = "cardborg helmet"
|
||||
desc = "A helmet made out of a box."
|
||||
icon_state = "cardborg_h"
|
||||
item_state = "cardborg_h"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/cardborg
|
||||
|
||||
/obj/item/clothing/head/cardborg/equipped(mob/living/user, slot)
|
||||
..()
|
||||
if(ishuman(user) && slot == slot_head)
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(istype(H.wear_suit, /obj/item/clothing/suit/cardborg))
|
||||
var/obj/item/clothing/suit/cardborg/CB = H.wear_suit
|
||||
CB.disguise(user, src)
|
||||
|
||||
/obj/item/clothing/head/cardborg/dropped(mob/living/user)
|
||||
..()
|
||||
user.remove_alt_appearance("standard_borg_disguise")
|
||||
@@ -0,0 +1,132 @@
|
||||
/obj/item/clothing/head/soft
|
||||
name = "cargo cap"
|
||||
desc = "It's a baseball hat in a tasteless yellow colour."
|
||||
icon_state = "cargosoft"
|
||||
item_state = "helmet"
|
||||
item_color = "cargo"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/cargo_tech
|
||||
|
||||
var/flipped = 0
|
||||
|
||||
/obj/item/clothing/head/soft/dropped()
|
||||
src.icon_state = "[item_color]soft"
|
||||
src.flipped=0
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/soft/verb/flipcap()
|
||||
set category = "Object"
|
||||
set name = "Flip cap"
|
||||
|
||||
flip(usr)
|
||||
|
||||
|
||||
/obj/item/clothing/head/soft/AltClick(mob/user)
|
||||
..()
|
||||
if(!user.canUseTopic(src, be_close=TRUE))
|
||||
user << "<span class='warning'>You can't do that right now!</span>"
|
||||
return
|
||||
else
|
||||
flip(user)
|
||||
|
||||
|
||||
/obj/item/clothing/head/soft/proc/flip(mob/user)
|
||||
if(user.canmove && !user.stat && !user.restrained())
|
||||
src.flipped = !src.flipped
|
||||
if(src.flipped)
|
||||
icon_state = "[item_color]soft_flipped"
|
||||
user << "<span class='notice'>You flip the hat backwards.</span>"
|
||||
else
|
||||
icon_state = "[item_color]soft"
|
||||
user << "<span class='notice'>You flip the hat back in normal position.</span>"
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
|
||||
/obj/item/clothing/head/soft/examine(mob/user)
|
||||
..()
|
||||
user << "<span class='notice'>Alt-click the cap to flip it [flipped ? "forwards" : "backwards"].</span>"
|
||||
|
||||
/obj/item/clothing/head/soft/red
|
||||
name = "red cap"
|
||||
desc = "It's a baseball hat in a tasteless red colour."
|
||||
icon_state = "redsoft"
|
||||
item_color = "red"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/blue
|
||||
name = "blue cap"
|
||||
desc = "It's a baseball hat in a tasteless blue colour."
|
||||
icon_state = "bluesoft"
|
||||
item_color = "blue"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/green
|
||||
name = "green cap"
|
||||
desc = "It's a baseball hat in a tasteless green colour."
|
||||
icon_state = "greensoft"
|
||||
item_color = "green"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/yellow
|
||||
name = "yellow cap"
|
||||
desc = "It's a baseball hat in a tasteless yellow colour."
|
||||
icon_state = "yellowsoft"
|
||||
item_color = "yellow"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/grey
|
||||
name = "grey cap"
|
||||
desc = "It's a baseball hat in a tasteful grey colour."
|
||||
icon_state = "greysoft"
|
||||
item_color = "grey"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/orange
|
||||
name = "orange cap"
|
||||
desc = "It's a baseball hat in a tasteless orange colour."
|
||||
icon_state = "orangesoft"
|
||||
item_color = "orange"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/mime
|
||||
name = "white cap"
|
||||
desc = "It's a baseball hat in a tasteless white colour."
|
||||
icon_state = "mimesoft"
|
||||
item_color = "mime"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/purple
|
||||
name = "purple cap"
|
||||
desc = "It's a baseball hat in a tasteless purple colour."
|
||||
icon_state = "purplesoft"
|
||||
item_color = "purple"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/black
|
||||
name = "black cap"
|
||||
desc = "It's a baseball hat in a tasteless black colour."
|
||||
icon_state = "blacksoft"
|
||||
item_color = "black"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/rainbow
|
||||
name = "rainbow cap"
|
||||
desc = "It's a baseball hat in a bright rainbow of colors."
|
||||
icon_state = "rainbowsoft"
|
||||
item_color = "rainbow"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/sec
|
||||
name = "security cap"
|
||||
desc = "It's a robust baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
item_color = "sec"
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/emt
|
||||
name = "EMT cap"
|
||||
desc = "It's a baseball hat with a dark turquoise color and a reflective cross on the top."
|
||||
icon_state = "emtsoft"
|
||||
item_color = "emt"
|
||||
dog_fashion = null
|
||||
Reference in New Issue
Block a user