Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into greytide-standard-uniform

This commit is contained in:
Hatterhat
2020-01-12 12:39:57 -06:00
1057 changed files with 194047 additions and 195760 deletions
+9 -4
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@@ -220,10 +220,14 @@
var/obj/item/I = target
I.item_state = initial(picked_item.item_state)
I.item_color = initial(picked_item.item_color)
if(istype(I, /obj/item/clothing) && istype(initial(picked_item), /obj/item/clothing))
var/obj/item/clothing/CL = I
var/obj/item/clothing/PCL = picked_item
CL.flags_cover = initial(PCL.flags_cover)
var/obj/item/clothing/CL = target
var/obj/item/clothing/PCL = new picked_item
if(istype(CL) && istype(PCL))
CL.flags_cover = PCL.flags_cover
CL.flags_inv = PCL.flags_inv
CL.mutantrace_variation = PCL.mutantrace_variation
CL.alternate_worn_icon = PCL.alternate_worn_icon
qdel(PCL)
target.icon = initial(picked_item.icon)
/datum/action/item_action/chameleon/change/pda/update_item(obj/item/pda/picked_item)
@@ -634,6 +638,7 @@
/obj/item/clothing/neck/cloak/chameleon
name = "black tie"
desc = "A neosilk clip-on tie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "blacktie"
item_color = "blacktie"
resistance_flags = NONE
+456 -456
View File
@@ -1,457 +1,457 @@
/obj/item/clothing
name = "clothing"
resistance_flags = FLAMMABLE
max_integrity = 200
integrity_failure = 80
var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
var/visor_flags_cover = 0 //same as above, but for flags_cover
//what to toggle when toggled with weldingvisortoggle()
var/visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT | VISOR_VISIONFLAGS | VISOR_DARKNESSVIEW | VISOR_INVISVIEW
lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing_righthand.dmi'
var/alt_desc = null
var/toggle_message = null
var/alt_toggle_message = null
var/active_sound = null
var/toggle_cooldown = null
var/cooldown = 0
var/obj/item/flashlight/F = null
var/can_flashlight = 0
var/blocks_shove_knockdown = FALSE //Whether wearing the clothing item blocks the ability for shove to knock down.
var/clothing_flags = NONE
//Var modification - PLEASE be careful with this I know who you are and where you live
var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts"
var/list/user_vars_remembered //Auto built by the above + dropped() + equipped()
var/pocket_storage_component_path
//These allow head/mask items to dynamically alter the user's hair
// and facial hair, checking hair_extensions.dmi and facialhair_extensions.dmi
// for a state matching hair_state+dynamic_hair_suffix
// THESE OVERRIDE THE HIDEHAIR FLAGS
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
//basically a restriction list.
var/list/species_restricted = null
//Basically syntax is species_restricted = list("Species Name","Species Name")
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects.
//Polychrome stuff:
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
//No idea what this is but eh -tori
var/force_alternate_icon = FALSE
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
actions_types += /datum/action/item_action/toggle_voice_box
if(ispath(pocket_storage_component_path))
LoadComponent(pocket_storage_component_path)
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
/obj/item/clothing/MouseDrop(atom/over_object)
. = ..()
var/mob/M = usr
if(ismecha(M.loc)) // stops inventory actions in a mech
return
if(!. && !M.incapacitated() && loc == M && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
add_fingerprint(usr)
/obj/item/reagent_containers/food/snacks/clothing
name = "oops"
desc = "If you're reading this it means I messed up. This is related to moths eating clothes and I didn't know a better way to do it than making a new food object."
list_reagents = list(/datum/reagent/consumable/nutriment = 1)
tastes = list("dust" = 1, "lint" = 1)
/obj/item/clothing/attack(mob/M, mob/user, def_zone)
if(user.a_intent != INTENT_HARM && ismoth(M))
var/obj/item/reagent_containers/food/snacks/clothing/clothing_as_food = new
clothing_as_food.name = name
if(clothing_as_food.attack(M, user, def_zone))
take_damage(15, sound_effect=FALSE)
qdel(clothing_as_food)
else
return ..()
/obj/item/clothing/attackby(obj/item/W, mob/user, params)
if(damaged_clothes && istype(W, /obj/item/stack/sheet/cloth))
var/obj/item/stack/sheet/cloth/C = W
C.use(1)
update_clothes_damaged_state(FALSE)
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You fix the damage on [src] with [C].</span>")
return 1
return ..()
/obj/item/clothing/Destroy()
user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up
return ..()
/obj/item/clothing/dropped(mob/user)
..()
if(!istype(user))
return
if(LAZYLEN(user_vars_remembered))
for(var/variable in user_vars_remembered)
if(variable in user.vars)
if(user.vars[variable] == user_vars_to_edit[variable]) //Is it still what we set it to? (if not we best not change it)
user.vars[variable] = user_vars_remembered[variable]
user_vars_remembered = initial(user_vars_remembered) // Effectively this sets it to null.
/obj/item/clothing/equipped(mob/user, slot)
..()
if (!istype(user))
return
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
if (LAZYLEN(user_vars_to_edit))
for(var/variable in user_vars_to_edit)
if(variable in user.vars)
LAZYSET(user_vars_remembered, variable, user.vars[variable])
user.vv_edit_var(variable, user_vars_to_edit[variable])
/obj/item/clothing/examine(mob/user)
. = ..()
if(damaged_clothes)
. += "<span class='warning'>It looks damaged!</span>"
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)
how_cool_are_your_threads += "[src]'s storage opens when clicked.\n"
else
how_cool_are_your_threads += "[src]'s storage opens when dragged to yourself.\n"
how_cool_are_your_threads += "[src] can store [pockets.max_items] item\s.\n"
how_cool_are_your_threads += "[src] can store items that are [weightclass2text(pockets.max_w_class)] or smaller.\n"
if(pockets.quickdraw)
how_cool_are_your_threads += "You can quickly remove an item from [src] using Alt-Click.\n"
if(pockets.silent)
how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
how_cool_are_your_threads += "</span>"
. += how_cool_are_your_threads.Join()
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/obj_break(damage_flag)
if(!damaged_clothes)
update_clothes_damaged_state(TRUE)
if(ismob(loc)) //It's not important enough to warrant a message if nobody's wearing it
var/mob/M = loc
to_chat(M, "<span class='warning'>Your [name] starts to fall apart!</span>")
/obj/item/clothing/proc/update_clothes_damaged_state(damaging = TRUE)
var/index = "[REF(initial(icon))]-[initial(icon_state)]"
var/static/list/damaged_clothes_icons = list()
if(damaging)
damaged_clothes = 1
var/icon/damaged_clothes_icon = damaged_clothes_icons[index]
if(!damaged_clothes_icon)
damaged_clothes_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply damaged effect to the initial icon_state for each object
damaged_clothes_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
damaged_clothes_icon.Blend(icon('icons/effects/item_damage.dmi', "itemdamaged"), ICON_MULTIPLY) //adds damage effect and the remaining white areas become transparant
damaged_clothes_icon = fcopy_rsc(damaged_clothes_icon)
damaged_clothes_icons[index] = damaged_clothes_icon
add_overlay(damaged_clothes_icon, 1)
else
damaged_clothes = 0
cut_overlay(damaged_clothes_icons[index], TRUE)
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
SEE_OBJS // can see all objs, no matter what
SEE_TURFS // can see all turfs (and areas), no matter what
SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
// in a lit area (via pixel_x,y or smooth movement), can see those pixels
BLIND // can't see anything
*/
/proc/generate_female_clothing(index,t_color,icon,type)
var/icon/female_clothing_icon = icon("icon"=icon, "icon_state"=t_color)
var/icon/female_s = icon("icon"='icons/mob/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
female_clothing_icon.Blend(female_s, ICON_MULTIPLY)
female_clothing_icon = fcopy_rsc(female_clothing_icon)
GLOB.female_clothing_icons[index] = female_clothing_icon
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
if(src.has_sensor == LOCKED_SENSORS)
to_chat(usr, "The controls are locked.")
return 0
if(src.has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return 0
if(src.has_sensor <= NO_SENSORS)
to_chat(usr, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/CtrlClick(mob/user)
. = ..()
if (!(item_flags & IN_INVENTORY))
return
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/neck/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
return adjusted
/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
if(!can_use(user))
return FALSE
visor_toggling()
to_chat(user, "<span class='notice'>You adjust \the [src] [up ? "up" : "down"].</span>")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.head_update(src, forced = 1)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return TRUE
/obj/item/clothing/proc/visor_toggling() //handles all the actual toggling of flags
up = !up
clothing_flags ^= visor_flags
flags_inv ^= visor_flags_inv
flags_cover ^= initial(flags_cover)
icon_state = "[initial(icon_state)][up ? "up" : ""]"
if(visor_vars_to_toggle & VISOR_FLASHPROTECT)
flash_protect ^= initial(flash_protect)
if(visor_vars_to_toggle & VISOR_TINT)
tint ^= initial(tint)
/obj/item/clothing/proc/can_use(mob/user)
if(user && ismob(user))
if(!user.incapacitated())
return 1
return 0
/obj/item/clothing/obj_destruction(damage_flag)
if(damage_flag == "bomb" || damage_flag == "melee")
var/turf/T = get_turf(src)
spawn(1) //so the shred survives potential turf change from the explosion.
var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
Shreds.desc = "The sad remains of what used to be [name]."
deconstruct(FALSE)
else
..()
//Species-restricted clothing check. - Thanks Oraclestation, BS13, /vg/station etc.
/obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = TRUE)
//if we can't equip the item anyway, don't bother with species_restricted (also cuts down on spam)
if(!..())
return FALSE
// Skip species restriction checks on non-equipment slots
if(slot in list(SLOT_IN_BACKPACK, SLOT_L_STORE, SLOT_R_STORE))
return TRUE
if(species_restricted && ishuman(M))
var/wearable = null
var/exclusive = null
var/mob/living/carbon/human/H = M
if("exclude" in species_restricted) //TURNS IT INTO A BLACKLIST - AKA ALL MINUS SPECIES LISTED.
exclusive = TRUE
if(H.dna.species)
if(exclusive)
if(!(H.dna.species.name in species_restricted))
wearable = TRUE
else
if(H.dna.species.name in species_restricted)
wearable = TRUE
if(!wearable)
to_chat(M, "<span class='warning'>Your species cannot wear [src].</span>")
return FALSE
return TRUE
/obj/item/clothing/update_icon() // Polychrome stuff
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
/obj/item/clothing
name = "clothing"
resistance_flags = FLAMMABLE
max_integrity = 200
integrity_failure = 80
var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
var/visor_flags_cover = 0 //same as above, but for flags_cover
//what to toggle when toggled with weldingvisortoggle()
var/visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT | VISOR_VISIONFLAGS | VISOR_DARKNESSVIEW | VISOR_INVISVIEW
lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing_righthand.dmi'
var/alt_desc = null
var/toggle_message = null
var/alt_toggle_message = null
var/active_sound = null
var/toggle_cooldown = null
var/cooldown = 0
var/obj/item/flashlight/F = null
var/can_flashlight = 0
var/blocks_shove_knockdown = FALSE //Whether wearing the clothing item blocks the ability for shove to knock down.
var/clothing_flags = NONE
//Var modification - PLEASE be careful with this I know who you are and where you live
var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts"
var/list/user_vars_remembered //Auto built by the above + dropped() + equipped()
var/pocket_storage_component_path
//These allow head/mask items to dynamically alter the user's hair
// and facial hair, checking hair_extensions.dmi and facialhair_extensions.dmi
// for a state matching hair_state+dynamic_hair_suffix
// THESE OVERRIDE THE HIDEHAIR FLAGS
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
//basically a restriction list.
var/list/species_restricted = null
//Basically syntax is species_restricted = list("Species Name","Species Name")
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects.
//Polychrome stuff:
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
//No idea what this is but eh -tori
var/force_alternate_icon = FALSE
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
actions_types += /datum/action/item_action/toggle_voice_box
if(ispath(pocket_storage_component_path))
LoadComponent(pocket_storage_component_path)
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
/obj/item/clothing/MouseDrop(atom/over_object)
. = ..()
var/mob/M = usr
if(ismecha(M.loc)) // stops inventory actions in a mech
return
if(!. && !M.incapacitated() && loc == M && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
add_fingerprint(usr)
/obj/item/reagent_containers/food/snacks/clothing
name = "oops"
desc = "If you're reading this it means I messed up. This is related to moths eating clothes and I didn't know a better way to do it than making a new food object."
list_reagents = list(/datum/reagent/consumable/nutriment = 1)
tastes = list("dust" = 1, "lint" = 1)
/obj/item/clothing/attack(mob/M, mob/user, def_zone)
if(user.a_intent != INTENT_HARM && ismoth(M))
var/obj/item/reagent_containers/food/snacks/clothing/clothing_as_food = new
clothing_as_food.name = name
if(clothing_as_food.attack(M, user, def_zone))
take_damage(15, sound_effect=FALSE)
qdel(clothing_as_food)
else
return ..()
/obj/item/clothing/attackby(obj/item/W, mob/user, params)
if(damaged_clothes && istype(W, /obj/item/stack/sheet/cloth))
var/obj/item/stack/sheet/cloth/C = W
C.use(1)
update_clothes_damaged_state(FALSE)
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You fix the damage on [src] with [C].</span>")
return 1
return ..()
/obj/item/clothing/Destroy()
user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up
return ..()
/obj/item/clothing/dropped(mob/user)
..()
if(!istype(user))
return
if(LAZYLEN(user_vars_remembered))
for(var/variable in user_vars_remembered)
if(variable in user.vars)
if(user.vars[variable] == user_vars_to_edit[variable]) //Is it still what we set it to? (if not we best not change it)
user.vars[variable] = user_vars_remembered[variable]
user_vars_remembered = initial(user_vars_remembered) // Effectively this sets it to null.
/obj/item/clothing/equipped(mob/user, slot)
..()
if (!istype(user))
return
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
if (LAZYLEN(user_vars_to_edit))
for(var/variable in user_vars_to_edit)
if(variable in user.vars)
LAZYSET(user_vars_remembered, variable, user.vars[variable])
user.vv_edit_var(variable, user_vars_to_edit[variable])
/obj/item/clothing/examine(mob/user)
. = ..()
if(damaged_clothes)
. += "<span class='warning'>It looks damaged!</span>"
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)
how_cool_are_your_threads += "[src]'s storage opens when clicked.\n"
else
how_cool_are_your_threads += "[src]'s storage opens when dragged to yourself.\n"
how_cool_are_your_threads += "[src] can store [pockets.max_items] item\s.\n"
how_cool_are_your_threads += "[src] can store items that are [weightclass2text(pockets.max_w_class)] or smaller.\n"
if(pockets.quickdraw)
how_cool_are_your_threads += "You can quickly remove an item from [src] using Alt-Click.\n"
if(pockets.silent)
how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
how_cool_are_your_threads += "</span>"
. += how_cool_are_your_threads.Join()
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/obj_break(damage_flag)
if(!damaged_clothes)
update_clothes_damaged_state(TRUE)
if(ismob(loc)) //It's not important enough to warrant a message if nobody's wearing it
var/mob/M = loc
to_chat(M, "<span class='warning'>Your [name] starts to fall apart!</span>")
/obj/item/clothing/proc/update_clothes_damaged_state(damaging = TRUE)
var/index = "[REF(initial(icon))]-[initial(icon_state)]"
var/static/list/damaged_clothes_icons = list()
if(damaging)
damaged_clothes = 1
var/icon/damaged_clothes_icon = damaged_clothes_icons[index]
if(!damaged_clothes_icon)
damaged_clothes_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply damaged effect to the initial icon_state for each object
damaged_clothes_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
damaged_clothes_icon.Blend(icon('icons/effects/item_damage.dmi', "itemdamaged"), ICON_MULTIPLY) //adds damage effect and the remaining white areas become transparant
damaged_clothes_icon = fcopy_rsc(damaged_clothes_icon)
damaged_clothes_icons[index] = damaged_clothes_icon
add_overlay(damaged_clothes_icon, 1)
else
damaged_clothes = 0
cut_overlay(damaged_clothes_icons[index], TRUE)
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
SEE_OBJS // can see all objs, no matter what
SEE_TURFS // can see all turfs (and areas), no matter what
SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
// in a lit area (via pixel_x,y or smooth movement), can see those pixels
BLIND // can't see anything
*/
/proc/generate_female_clothing(index,t_color,icon,type)
var/icon/female_clothing_icon = icon("icon"=icon, "icon_state"=t_color)
var/icon/female_s = icon("icon"='icons/mob/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
female_clothing_icon.Blend(female_s, ICON_MULTIPLY)
female_clothing_icon = fcopy_rsc(female_clothing_icon)
GLOB.female_clothing_icons[index] = female_clothing_icon
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
if(src.has_sensor == LOCKED_SENSORS)
to_chat(usr, "The controls are locked.")
return 0
if(src.has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return 0
if(src.has_sensor <= NO_SENSORS)
to_chat(usr, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (src.loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/CtrlClick(mob/user)
. = ..()
if (!(item_flags & IN_INVENTORY))
return
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user, "This suit does not have any sensors.")
return
sensor_mode = SENSOR_COORDS
to_chat(user, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/neck/AltClick(mob/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
return adjusted
/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
if(!can_use(user))
return FALSE
visor_toggling()
to_chat(user, "<span class='notice'>You adjust \the [src] [up ? "up" : "down"].</span>")
if(iscarbon(user))
var/mob/living/carbon/C = user
C.head_update(src, forced = 1)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return TRUE
/obj/item/clothing/proc/visor_toggling() //handles all the actual toggling of flags
up = !up
clothing_flags ^= visor_flags
flags_inv ^= visor_flags_inv
flags_cover ^= initial(flags_cover)
icon_state = "[initial(icon_state)][up ? "up" : ""]"
if(visor_vars_to_toggle & VISOR_FLASHPROTECT)
flash_protect ^= initial(flash_protect)
if(visor_vars_to_toggle & VISOR_TINT)
tint ^= initial(tint)
/obj/item/clothing/proc/can_use(mob/user)
if(user && ismob(user))
if(!user.incapacitated())
return 1
return 0
/obj/item/clothing/obj_destruction(damage_flag)
if(damage_flag == "bomb" || damage_flag == "melee")
var/turf/T = get_turf(src)
spawn(1) //so the shred survives potential turf change from the explosion.
var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
Shreds.desc = "The sad remains of what used to be [name]."
deconstruct(FALSE)
else
..()
//Species-restricted clothing check. - Thanks Oraclestation, BS13, /vg/station etc.
/obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = TRUE)
//if we can't equip the item anyway, don't bother with species_restricted (also cuts down on spam)
if(!..())
return FALSE
// Skip species restriction checks on non-equipment slots
if(slot in list(SLOT_IN_BACKPACK, SLOT_L_STORE, SLOT_R_STORE))
return TRUE
if(species_restricted && ishuman(M))
var/wearable = null
var/exclusive = null
var/mob/living/carbon/human/H = M
if("exclude" in species_restricted) //TURNS IT INTO A BLACKLIST - AKA ALL MINUS SPECIES LISTED.
exclusive = TRUE
if(H.dna.species)
if(exclusive)
if(!(H.dna.species.name in species_restricted))
wearable = TRUE
else
if(H.dna.species.name in species_restricted)
wearable = TRUE
if(!wearable)
to_chat(M, "<span class='warning'>Your species cannot wear [src].</span>")
return FALSE
return TRUE
/obj/item/clothing/update_icon() // Polychrome stuff
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
+461 -461
View File
@@ -1,461 +1,461 @@
//Glasses
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_cover = GLASSESCOVERSEYES
slot_flags = ITEM_SLOT_EYES
strip_delay = 20
equip_delay_other = 25
resistance_flags = NONE
materials = list(MAT_GLASS = 250)
var/vision_flags = 0
var/darkness_view = 2//Base human is 2
var/invis_view = SEE_INVISIBLE_LIVING //admin only for now
var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
var/lighting_alpha
var/list/icon/current = list() //the current hud icons
var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
var/glass_colour_type //colors your vision when worn
/obj/item/clothing/glasses/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is stabbing \the [src] into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/examine(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
. += "<span class='notice'>Alt-click to toggle its colors.</span>"
/obj/item/clothing/glasses/visor_toggling()
..()
if(visor_vars_to_toggle & VISOR_VISIONFLAGS)
vision_flags ^= initial(vision_flags)
if(visor_vars_to_toggle & VISOR_DARKNESSVIEW)
darkness_view ^= initial(darkness_view)
if(visor_vars_to_toggle & VISOR_INVISVIEW)
invis_view ^= initial(invis_view)
/obj/item/clothing/glasses/weldingvisortoggle(mob/user)
. = ..()
if(. && user)
user.update_sight()
//called when thermal glasses are emped.
/obj/item/clothing/glasses/proc/thermal_overload()
if(!ishuman(loc))
return
var/mob/living/carbon/human/H = loc
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if((!HAS_TRAIT(H, TRAIT_BLIND) || !eyes) && H.glasses == src)
to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
H.flash_act(visual = 1)
H.blind_eyes(3)
H.blur_eyes(5)
eyes.applyOrganDamage(5)
/obj/item/clothing/glasses/proc/ranged_attack(mob/living/carbon/human/user,atom/A, params)
return FALSE
/obj/item/clothing/glasses/meson
name = "optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions."
icon_state = "meson"
item_state = "meson"
darkness_view = 2
vision_flags = SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/meson/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is putting \the [src] to [user.p_their()] eyes and overloading the brightness! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/meson/prescription
name = "prescription optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions. This one has prescription lens fitted in."
vision_correction = 1
/obj/item/clothing/glasses/meson/night
name = "night vision meson scanner"
desc = "An optical meson scanner fitted with an amplified visible light spectrum overlay, providing greater visual clarity in darkness."
icon_state = "nvgmeson"
item_state = "nvgmeson"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/meson/gar
name = "gar mesons"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/science
name = "science goggles"
desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents."
icon_state = "purple"
item_state = "glasses"
clothing_flags = SCAN_REAGENTS //You can see reagents while wearing science goggles
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
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, mob/user, datum/action/A)
if(slot == SLOT_GLASSES)
return 1
/obj/item/clothing/glasses/night
name = "night vision goggles"
desc = "You can totally see in the dark now!"
icon_state = "night"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/night/prescription
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/science/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is tightening \the [src]'s straps around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/glasses/material
name = "optical material scanner"
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
vision_flags = SEE_OBJS
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/material/mining
name = "optical material scanner"
desc = "Used by miners to detect ores deep within the rock."
icon_state = "material"
item_state = "glasses"
darkness_view = 0
/obj/item/clothing/glasses/material/mining/gar
name = "gar material scanner"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 20
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/regular
name = "prescription glasses"
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state = "glasses"
vision_correction = 1 //corrects nearsightedness
/obj/item/clothing/glasses/regular/jamjar
name = "jamjar glasses"
desc = "Also known as Virginity Protectors."
icon_state = "jamjar_glasses"
item_state = "jamjar_glasses"
/obj/item/clothing/glasses/regular/hipster
name = "prescription glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses
name = "sunglasses"
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes."
icon_state = "sun"
item_state = "sunglasses"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/gray
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/glasses/sunglasses/reagent
name = "beer goggles"
desc = "A pair of sunglasses outfitted with apparatus to scan reagents."
clothing_flags = SCAN_REAGENTS
/obj/item/clothing/glasses/sunglasses/garb
name = "black gar glasses"
desc = "Go beyond impossible and kick reason to the curb!"
icon_state = "garb"
item_state = "garb"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/sunglasses/garb/supergarb
name = "black giga gar glasses"
desc = "Believe in us humans."
icon_state = "supergarb"
item_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/sunglasses/gar
name = "gar glasses"
desc = "Just who the hell do you think I am?!"
icon_state = "gar"
item_state = "gar"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
glass_colour_type = /datum/client_colour/glass_colour/orange
/obj/item/clothing/glasses/sunglasses/gar/supergar
name = "giga gar glasses"
desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
icon_state = "supergar"
item_state = "gar"
force = 12
throwforce = 12
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/welding
name = "welding goggles"
desc = "Protects the eyes from welders; approved by the mad scientist association."
icon_state = "welding-g"
item_state = "welding-g"
actions_types = list(/datum/action/item_action/toggle)
materials = list(MAT_METAL = 250)
flash_protect = 2
tint = 2
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
flags_cover = GLASSESCOVERSEYES
visor_flags_inv = HIDEEYES
glass_colour_type = /datum/client_colour/glass_colour/gray
/obj/item/clothing/glasses/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
icon_state = "blindfold"
item_state = "blindfold"
flash_protect = 2
tint = 3 // to make them blind
/obj/item/clothing/glasses/sunglasses/blindfold/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == SLOT_GLASSES)
user.become_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/dropped(mob/living/carbon/human/user)
..()
user.cure_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/white
name = "blind personnel blindfold"
desc = "Indicates that the wearer suffers from blindness."
icon_state = "blindfoldwhite"
item_state = "blindfoldwhite"
var/colored_before = FALSE
/obj/item/clothing/glasses/sunglasses/blindfold/white/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == SLOT_GLASSES)
update_icon(user)
user.update_inv_glasses() //Color might have been changed by update_icon.
..()
/obj/item/clothing/glasses/sunglasses/blindfold/white/update_icon(mob/living/carbon/human/user)
if(ishuman(user) && !colored_before)
add_atom_colour("#[user.eye_color]", FIXED_COLOUR_PRIORITY)
colored_before = TRUE
/obj/item/clothing/glasses/sunglasses/blindfold/white/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands && ishuman(loc) && !colored_before)
var/mob/living/carbon/human/H = loc
var/mutable_appearance/M = mutable_appearance('icons/mob/eyes.dmi', "blindfoldwhite")
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"
item_state = "bigsunglasses"
/obj/item/clothing/glasses/thermal
name = "optical thermal scanner"
desc = "Thermals in the shape of glasses."
icon_state = "thermal"
item_state = "glasses"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = 0
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/thermal/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
name = "chameleon thermals"
desc = "A pair of thermal optic goggles with an onboard chameleon generator."
flash_protect = -1
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/thermal/syndi/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/thermal/syndi/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/thermal/monocle
name = "thermoncle"
desc = "Never before has seeing through walls felt so gentlepersonly."
icon_state = "thermoncle"
flags_1 = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/thermal/monocle/examine(mob/user) //Different examiners see a different description!
var/desk = desc
if(user.gender == MALE)
desc = replacetext(desc, "person", "man")
else if(user.gender == FEMALE)
desc = replacetext(desc, "person", "woman")
. = ..()
desc = desk
/obj/item/clothing/glasses/thermal/eyepatch
name = "optical thermal eyepatch"
desc = "An eyepatch with built-in thermal optics."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/cold
name = "cold goggles"
desc = "A pair of goggles meant for low temperatures."
icon_state = "cold"
item_state = "cold"
/obj/item/clothing/glasses/heat
name = "heat goggles"
desc = "A pair of goggles meant for high temperatures."
icon_state = "heat"
item_state = "heat"
/obj/item/clothing/glasses/orange
name = "orange glasses"
desc = "A sweet pair of orange shades."
icon_state = "orangeglasses"
item_state = "orangeglasses"
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/red
name = "red glasses"
desc = "Hey, you're looking good, senpai!"
icon_state = "redglasses"
item_state = "redglasses"
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/godeye
name = "eye of god"
desc = "A strange eye, said to have been torn from an omniscient creature that used to roam the wastes."
icon_state = "godeye"
item_state = "godeye"
vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS
darkness_view = 8
clothing_flags = SCAN_REAGENTS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/item/clothing/glasses/godeye/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, EYE_OF_GOD_TRAIT)
/obj/item/clothing/glasses/godeye/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, src) && W != src && W.loc == user)
if(W.icon_state == "godeye")
W.icon_state = "doublegodeye"
W.item_state = "doublegodeye"
W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
if(iscarbon(user))
var/mob/living/carbon/C = user
C.update_inv_wear_mask()
else
to_chat(user, "<span class='notice'>The eye winks at you and vanishes into the abyss, you feel really unlucky.</span>")
qdel(src)
..()
/obj/item/clothing/glasses/AltClick(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.client?.prefs && src == H.glasses)
H.client.prefs.uses_glasses_colour = !H.client.prefs.uses_glasses_colour
if(H.client.prefs.uses_glasses_colour)
to_chat(H, "You will now see glasses colors.")
else
to_chat(H, "You will no longer see glasses colors.")
H.update_glasses_color(src, 1)
return TRUE
/obj/item/clothing/glasses/proc/change_glass_color(mob/living/carbon/human/H, datum/client_colour/glass_colour/new_color_type)
var/old_colour_type = glass_colour_type
if(!new_color_type || ispath(new_color_type)) //the new glass colour type must be null or a path.
glass_colour_type = new_color_type
if(H && H.glasses == src)
if(old_colour_type)
H.remove_client_colour(old_colour_type)
if(glass_colour_type)
H.update_glasses_color(src, 1)
/mob/living/carbon/human/proc/update_glasses_color(obj/item/clothing/glasses/G, glasses_equipped)
if(client && client.prefs.uses_glasses_colour && glasses_equipped)
add_client_colour(G.glass_colour_type)
else
remove_client_colour(G.glass_colour_type)
//Glasses
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_cover = GLASSESCOVERSEYES
slot_flags = ITEM_SLOT_EYES
strip_delay = 20
equip_delay_other = 25
resistance_flags = NONE
materials = list(MAT_GLASS = 250)
var/vision_flags = 0
var/darkness_view = 2//Base human is 2
var/invis_view = SEE_INVISIBLE_LIVING //admin only for now
var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
var/lighting_alpha
var/list/icon/current = list() //the current hud icons
var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
var/glass_colour_type //colors your vision when worn
/obj/item/clothing/glasses/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is stabbing \the [src] into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/examine(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
. += "<span class='notice'>Alt-click to toggle its colors.</span>"
/obj/item/clothing/glasses/visor_toggling()
..()
if(visor_vars_to_toggle & VISOR_VISIONFLAGS)
vision_flags ^= initial(vision_flags)
if(visor_vars_to_toggle & VISOR_DARKNESSVIEW)
darkness_view ^= initial(darkness_view)
if(visor_vars_to_toggle & VISOR_INVISVIEW)
invis_view ^= initial(invis_view)
/obj/item/clothing/glasses/weldingvisortoggle(mob/user)
. = ..()
if(. && user)
user.update_sight()
//called when thermal glasses are emped.
/obj/item/clothing/glasses/proc/thermal_overload()
if(!ishuman(loc))
return
var/mob/living/carbon/human/H = loc
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if((!HAS_TRAIT(H, TRAIT_BLIND) || !eyes) && H.glasses == src)
to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
H.flash_act(visual = 1)
H.blind_eyes(3)
H.blur_eyes(5)
eyes.applyOrganDamage(5)
/obj/item/clothing/glasses/proc/ranged_attack(mob/living/carbon/human/user,atom/A, params)
return FALSE
/obj/item/clothing/glasses/meson
name = "optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions."
icon_state = "meson"
item_state = "meson"
darkness_view = 2
vision_flags = SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/meson/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is putting \the [src] to [user.p_their()] eyes and overloading the brightness! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/meson/prescription
name = "prescription optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions. This one has prescription lens fitted in."
vision_correction = 1
/obj/item/clothing/glasses/meson/night
name = "night vision meson scanner"
desc = "An optical meson scanner fitted with an amplified visible light spectrum overlay, providing greater visual clarity in darkness."
icon_state = "nvgmeson"
item_state = "nvgmeson"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/meson/gar
name = "gar mesons"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/science
name = "science goggles"
desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents."
icon_state = "purple"
item_state = "glasses"
clothing_flags = SCAN_REAGENTS //You can see reagents while wearing science goggles
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
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, mob/user, datum/action/A)
if(slot == SLOT_GLASSES)
return 1
/obj/item/clothing/glasses/night
name = "night vision goggles"
desc = "You can totally see in the dark now!"
icon_state = "night"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/night/prescription
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/science/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is tightening \the [src]'s straps around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/glasses/material
name = "optical material scanner"
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
vision_flags = SEE_OBJS
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/material/mining
name = "optical material scanner"
desc = "Used by miners to detect ores deep within the rock."
icon_state = "material"
item_state = "glasses"
darkness_view = 0
/obj/item/clothing/glasses/material/mining/gar
name = "gar material scanner"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 20
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/regular
name = "prescription glasses"
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state = "glasses"
vision_correction = 1 //corrects nearsightedness
/obj/item/clothing/glasses/regular/jamjar
name = "jamjar glasses"
desc = "Also known as Virginity Protectors."
icon_state = "jamjar_glasses"
item_state = "jamjar_glasses"
/obj/item/clothing/glasses/regular/hipster
name = "prescription glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses
name = "sunglasses"
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes."
icon_state = "sun"
item_state = "sunglasses"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/gray
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/glasses/sunglasses/reagent
name = "beer goggles"
desc = "A pair of sunglasses outfitted with apparatus to scan reagents."
clothing_flags = SCAN_REAGENTS
/obj/item/clothing/glasses/sunglasses/garb
name = "black gar glasses"
desc = "Go beyond impossible and kick reason to the curb!"
icon_state = "garb"
item_state = "garb"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/sunglasses/garb/supergarb
name = "black giga gar glasses"
desc = "Believe in us humans."
icon_state = "supergarb"
item_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/sunglasses/gar
name = "gar glasses"
desc = "Just who the hell do you think I am?!"
icon_state = "gar"
item_state = "gar"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
glass_colour_type = /datum/client_colour/glass_colour/orange
/obj/item/clothing/glasses/sunglasses/gar/supergar
name = "giga gar glasses"
desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
icon_state = "supergar"
item_state = "gar"
force = 12
throwforce = 12
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/welding
name = "welding goggles"
desc = "Protects the eyes from welders; approved by the mad scientist association."
icon_state = "welding-g"
item_state = "welding-g"
actions_types = list(/datum/action/item_action/toggle)
materials = list(MAT_METAL = 250)
flash_protect = 2
tint = 2
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
flags_cover = GLASSESCOVERSEYES
visor_flags_inv = HIDEEYES
glass_colour_type = /datum/client_colour/glass_colour/gray
/obj/item/clothing/glasses/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
icon_state = "blindfold"
item_state = "blindfold"
flash_protect = 2
tint = 3 // to make them blind
/obj/item/clothing/glasses/sunglasses/blindfold/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == SLOT_GLASSES)
user.become_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/dropped(mob/living/carbon/human/user)
..()
user.cure_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/white
name = "blind personnel blindfold"
desc = "Indicates that the wearer suffers from blindness."
icon_state = "blindfoldwhite"
item_state = "blindfoldwhite"
var/colored_before = FALSE
/obj/item/clothing/glasses/sunglasses/blindfold/white/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == SLOT_GLASSES)
update_icon(user)
user.update_inv_glasses() //Color might have been changed by update_icon.
..()
/obj/item/clothing/glasses/sunglasses/blindfold/white/update_icon(mob/living/carbon/human/user)
if(ishuman(user) && !colored_before)
add_atom_colour("#[user.eye_color]", FIXED_COLOUR_PRIORITY)
colored_before = TRUE
/obj/item/clothing/glasses/sunglasses/blindfold/white/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands && ishuman(loc) && !colored_before)
var/mob/living/carbon/human/H = loc
var/mutable_appearance/M = mutable_appearance('icons/mob/eyes.dmi', "blindfoldwhite")
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"
item_state = "bigsunglasses"
/obj/item/clothing/glasses/thermal
name = "optical thermal scanner"
desc = "Thermals in the shape of glasses."
icon_state = "thermal"
item_state = "glasses"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = 0
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/thermal/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
name = "chameleon thermals"
desc = "A pair of thermal optic goggles with an onboard chameleon generator."
flash_protect = -1
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/thermal/syndi/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/thermal/syndi/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/thermal/monocle
name = "thermoncle"
desc = "Never before has seeing through walls felt so gentlepersonly."
icon_state = "thermoncle"
flags_1 = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/thermal/monocle/examine(mob/user) //Different examiners see a different description!
var/desk = desc
if(user.gender == MALE)
desc = replacetext(desc, "person", "man")
else if(user.gender == FEMALE)
desc = replacetext(desc, "person", "woman")
. = ..()
desc = desk
/obj/item/clothing/glasses/thermal/eyepatch
name = "optical thermal eyepatch"
desc = "An eyepatch with built-in thermal optics."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/cold
name = "cold goggles"
desc = "A pair of goggles meant for low temperatures."
icon_state = "cold"
item_state = "cold"
/obj/item/clothing/glasses/heat
name = "heat goggles"
desc = "A pair of goggles meant for high temperatures."
icon_state = "heat"
item_state = "heat"
/obj/item/clothing/glasses/orange
name = "orange glasses"
desc = "A sweet pair of orange shades."
icon_state = "orangeglasses"
item_state = "orangeglasses"
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/red
name = "red glasses"
desc = "Hey, you're looking good, senpai!"
icon_state = "redglasses"
item_state = "redglasses"
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/godeye
name = "eye of god"
desc = "A strange eye, said to have been torn from an omniscient creature that used to roam the wastes."
icon_state = "godeye"
item_state = "godeye"
vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS
darkness_view = 8
clothing_flags = SCAN_REAGENTS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/item/clothing/glasses/godeye/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, EYE_OF_GOD_TRAIT)
/obj/item/clothing/glasses/godeye/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, src) && W != src && W.loc == user)
if(W.icon_state == "godeye")
W.icon_state = "doublegodeye"
W.item_state = "doublegodeye"
W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
if(iscarbon(user))
var/mob/living/carbon/C = user
C.update_inv_wear_mask()
else
to_chat(user, "<span class='notice'>The eye winks at you and vanishes into the abyss, you feel really unlucky.</span>")
qdel(src)
..()
/obj/item/clothing/glasses/AltClick(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.client?.prefs && src == H.glasses)
H.client.prefs.uses_glasses_colour = !H.client.prefs.uses_glasses_colour
if(H.client.prefs.uses_glasses_colour)
to_chat(H, "You will now see glasses colors.")
else
to_chat(H, "You will no longer see glasses colors.")
H.update_glasses_color(src, 1)
return TRUE
/obj/item/clothing/glasses/proc/change_glass_color(mob/living/carbon/human/H, datum/client_colour/glass_colour/new_color_type)
var/old_colour_type = glass_colour_type
if(!new_color_type || ispath(new_color_type)) //the new glass colour type must be null or a path.
glass_colour_type = new_color_type
if(H && H.glasses == src)
if(old_colour_type)
H.remove_client_colour(old_colour_type)
if(glass_colour_type)
H.update_glasses_color(src, 1)
/mob/living/carbon/human/proc/update_glasses_color(obj/item/clothing/glasses/G, glasses_equipped)
if(client && client.prefs.uses_glasses_colour && glasses_equipped)
add_client_colour(G.glass_colour_type)
else
remove_client_colour(G.glass_colour_type)
+227 -227
View File
@@ -1,227 +1,227 @@
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags_1 = null //doesn't protect eyes because it's a monocle, duh
var/hud_type = null
/obj/item/clothing/glasses/hud/equipped(mob/living/carbon/human/user, slot)
..()
if(hud_type && slot == SLOT_GLASSES)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/dropped(mob/living/carbon/human/user)
..()
if(hud_type && istype(user) && user.glasses == src)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.remove_hud_from(user)
/obj/item/clothing/glasses/hud/emp_act(severity)
. = ..()
if(obj_flags & EMAGGED || . & EMP_PROTECT_SELF)
return
obj_flags |= EMAGGED
desc = "[desc] The display is flickering slightly."
/obj/item/clothing/glasses/hud/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
desc = "[desc] The display is flickering slightly."
return TRUE
/obj/item/clothing/glasses/hud/health
name = "health scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
hud_type = DATA_HUD_MEDICAL_ADVANCED
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/hud/health/prescription
name = "prescription health scanner HUD"
desc = "A heads-up display, made with a prescription lens, that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
hud_type = DATA_HUD_MEDICAL_ADVANCED
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/hud/health/night
name = "night vision health scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/health/sunglasses
name = "medical HUDSunglasses"
desc = "Sunglasses with a medical HUD."
icon_state = "sunhudmed"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/blue
/obj/item/clothing/glasses/hud/diagnostic
name = "diagnostic HUD"
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits."
icon_state = "diagnostichud"
hud_type = DATA_HUD_DIAGNOSTIC_BASIC
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/hud/diagnostic/prescription
name = "prescription diagnostic HUD"
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits. This one has a prescription lens."
icon_state = "diagnostichud"
hud_type = DATA_HUD_DIAGNOSTIC_BASIC
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/hud/diagnostic/night
name = "night vision diagnostic HUD"
desc = "A robotics diagnostic HUD fitted with a light amplifier."
icon_state = "diagnostichudnight"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/security
name = "security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records."
icon_state = "securityhud"
hud_type = DATA_HUD_SECURITY_ADVANCED
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/security/prescription
name = "prescription security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records. This one has a prescription lens so you can see the banana peal that slipped you."
icon_state = "securityhud"
hud_type = DATA_HUD_SECURITY_ADVANCED
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/security/chameleon
name = "chameleon security HUD"
desc = "A stolen security HUD integrated with Syndicate chameleon technology. Provides flash protection."
flash_protect = 1
// Yes this code is the same as normal chameleon glasses, but we don't
// have multiple inheritance, okay?
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/hud/security/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/hud/security/chameleon/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/hud/security/sunglasses/eyepatch
name = "eyepatch HUD"
desc = "A heads-up display that connects directly to the optical nerve of the user, replacing the need for that useless eyeball."
icon_state = "hudpatch"
/obj/item/clothing/glasses/hud/security/sunglasses
name = "security HUDSunglasses"
desc = "Sunglasses with a security HUD."
icon_state = "sunhudsec"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/darkred
/obj/item/clothing/glasses/hud/security/night
name = "night vision security HUD"
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/security/sunglasses/gars
name = "\improper HUD gar glasses"
desc = "GAR glasses with a HUD."
icon_state = "gars"
item_state = "garb"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars
name = "giga HUD gar glasses"
desc = "GIGA GAR glasses with a HUD."
icon_state = "supergars"
item_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/hud/toggle
name = "Toggle HUD"
desc = "A hud with multiple functions."
actions_types = list(/datum/action/item_action/switch_hud)
/obj/item/clothing/glasses/hud/toggle/attack_self(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/wearer = user
if (wearer.glasses != src)
return
if (hud_type)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.remove_hud_from(user)
if (hud_type == DATA_HUD_MEDICAL_ADVANCED)
hud_type = null
else if (hud_type == DATA_HUD_SECURITY_ADVANCED)
hud_type = DATA_HUD_MEDICAL_ADVANCED
else
hud_type = DATA_HUD_SECURITY_ADVANCED
if (hud_type)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/toggle/thermal
name = "thermal HUD scanner"
desc = "Thermal imaging HUD in the shape of glasses."
icon_state = "thermal"
hud_type = DATA_HUD_SECURITY_ADVANCED
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/toggle/thermal/attack_self(mob/user)
..()
switch (hud_type)
if (DATA_HUD_MEDICAL_ADVANCED)
icon_state = "meson"
change_glass_color(user, /datum/client_colour/glass_colour/green)
if (DATA_HUD_SECURITY_ADVANCED)
icon_state = "thermal"
change_glass_color(user, /datum/client_colour/glass_colour/red)
else
icon_state = "purple"
change_glass_color(user, /datum/client_colour/glass_colour/purple)
user.update_inv_glasses()
/obj/item/clothing/glasses/hud/toggle/thermal/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags_1 = null //doesn't protect eyes because it's a monocle, duh
var/hud_type = null
/obj/item/clothing/glasses/hud/equipped(mob/living/carbon/human/user, slot)
..()
if(hud_type && slot == SLOT_GLASSES)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/dropped(mob/living/carbon/human/user)
..()
if(hud_type && istype(user) && user.glasses == src)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.remove_hud_from(user)
/obj/item/clothing/glasses/hud/emp_act(severity)
. = ..()
if(obj_flags & EMAGGED || . & EMP_PROTECT_SELF)
return
obj_flags |= EMAGGED
desc = "[desc] The display is flickering slightly."
/obj/item/clothing/glasses/hud/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
desc = "[desc] The display is flickering slightly."
return TRUE
/obj/item/clothing/glasses/hud/health
name = "health scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
hud_type = DATA_HUD_MEDICAL_ADVANCED
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/hud/health/prescription
name = "prescription health scanner HUD"
desc = "A heads-up display, made with a prescription lens, that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
hud_type = DATA_HUD_MEDICAL_ADVANCED
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/hud/health/night
name = "night vision health scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/health/sunglasses
name = "medical HUDSunglasses"
desc = "Sunglasses with a medical HUD."
icon_state = "sunhudmed"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/blue
/obj/item/clothing/glasses/hud/diagnostic
name = "diagnostic HUD"
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits."
icon_state = "diagnostichud"
hud_type = DATA_HUD_DIAGNOSTIC_BASIC
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/hud/diagnostic/prescription
name = "prescription diagnostic HUD"
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits. This one has a prescription lens."
icon_state = "diagnostichud"
hud_type = DATA_HUD_DIAGNOSTIC_BASIC
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/hud/diagnostic/night
name = "night vision diagnostic HUD"
desc = "A robotics diagnostic HUD fitted with a light amplifier."
icon_state = "diagnostichudnight"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/security
name = "security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records."
icon_state = "securityhud"
hud_type = DATA_HUD_SECURITY_ADVANCED
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/security/prescription
name = "prescription security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records. This one has a prescription lens so you can see the banana peal that slipped you."
icon_state = "securityhud"
hud_type = DATA_HUD_SECURITY_ADVANCED
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/security/chameleon
name = "chameleon security HUD"
desc = "A stolen security HUD integrated with Syndicate chameleon technology. Provides flash protection."
flash_protect = 1
// Yes this code is the same as normal chameleon glasses, but we don't
// have multiple inheritance, okay?
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/hud/security/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/hud/security/chameleon/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/hud/security/sunglasses/eyepatch
name = "eyepatch HUD"
desc = "A heads-up display that connects directly to the optical nerve of the user, replacing the need for that useless eyeball."
icon_state = "hudpatch"
/obj/item/clothing/glasses/hud/security/sunglasses
name = "security HUDSunglasses"
desc = "Sunglasses with a security HUD."
icon_state = "sunhudsec"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/darkred
/obj/item/clothing/glasses/hud/security/night
name = "night vision security HUD"
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/hud/security/sunglasses/gars
name = "\improper HUD gar glasses"
desc = "GAR glasses with a HUD."
icon_state = "gars"
item_state = "garb"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars
name = "giga HUD gar glasses"
desc = "GIGA GAR glasses with a HUD."
icon_state = "supergars"
item_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/hud/toggle
name = "Toggle HUD"
desc = "A hud with multiple functions."
actions_types = list(/datum/action/item_action/switch_hud)
/obj/item/clothing/glasses/hud/toggle/attack_self(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/wearer = user
if (wearer.glasses != src)
return
if (hud_type)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.remove_hud_from(user)
if (hud_type == DATA_HUD_MEDICAL_ADVANCED)
hud_type = null
else if (hud_type == DATA_HUD_SECURITY_ADVANCED)
hud_type = DATA_HUD_MEDICAL_ADVANCED
else
hud_type = DATA_HUD_SECURITY_ADVANCED
if (hud_type)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/toggle/thermal
name = "thermal HUD scanner"
desc = "Thermal imaging HUD in the shape of glasses."
icon_state = "thermal"
hud_type = DATA_HUD_SECURITY_ADVANCED
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/hud/toggle/thermal/attack_self(mob/user)
..()
switch (hud_type)
if (DATA_HUD_MEDICAL_ADVANCED)
icon_state = "meson"
change_glass_color(user, /datum/client_colour/glass_colour/green)
if (DATA_HUD_SECURITY_ADVANCED)
icon_state = "thermal"
change_glass_color(user, /datum/client_colour/glass_colour/red)
else
icon_state = "purple"
change_glass_color(user, /datum/client_colour/glass_colour/purple)
user.update_inv_glasses()
/obj/item/clothing/glasses/hud/toggle/thermal/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
+42 -42
View File
@@ -1,43 +1,43 @@
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.5
body_parts_covered = HANDS
slot_flags = ITEM_SLOT_GLOVES
attack_verb = list("challenged")
var/transfer_prints = FALSE
var/transfer_blood = 0
strip_delay = 20
equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
transfer_blood = 0
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
return OXYLOSS
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_gloves()
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.5
body_parts_covered = HANDS
slot_flags = ITEM_SLOT_GLOVES
attack_verb = list("challenged")
var/transfer_prints = FALSE
var/transfer_blood = 0
strip_delay = 20
equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
transfer_blood = 0
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
return OXYLOSS
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_gloves()
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
return FALSE // return TRUE to cancel attack_hand()
+19 -19
View File
@@ -1,19 +1,19 @@
/obj/item/clothing/gloves/boxing
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
equip_delay_other = 60
species_exception = list(/datum/species/golem) // now you too can be a golem boxing champion
/obj/item/clothing/gloves/boxing/green
icon_state = "boxinggreen"
item_state = "boxinggreen"
/obj/item/clothing/gloves/boxing/blue
icon_state = "boxingblue"
item_state = "boxingblue"
/obj/item/clothing/gloves/boxing/yellow
icon_state = "boxingyellow"
item_state = "boxingyellow"
/obj/item/clothing/gloves/boxing
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
equip_delay_other = 60
species_exception = list(/datum/species/golem) // now you too can be a golem boxing champion
/obj/item/clothing/gloves/boxing/green
icon_state = "boxinggreen"
item_state = "boxinggreen"
/obj/item/clothing/gloves/boxing/blue
icon_state = "boxingblue"
item_state = "boxingblue"
/obj/item/clothing/gloves/boxing/yellow
icon_state = "boxingyellow"
item_state = "boxingyellow"
+220 -220
View File
@@ -1,220 +1,220 @@
/obj/item/clothing/gloves/color/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap knockoffs of the coveted ones - no way this can end badly."
name = "budget insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/fyellow/New()
..()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/color/fyellow/old
desc = "Old and worn out insulated gloves, hopefully they still work."
name = "worn out insulated gloves"
/obj/item/clothing/gloves/color/fyellow/old/Initialize()
. = ..()
siemens_coefficient = pick(0,0,0,0.5,0.5,0.5,0.75)
/obj/item/clothing/gloves/cut
desc = "These gloves would protect the wearer from electric shock.. if the fingers were covered."
name = "fingerless insulated gloves"
icon_state = "yellowcut"
item_state = "yglovescut"
siemens_coefficient = 1
permeability_coefficient = 1
resistance_flags = NONE
transfer_prints = TRUE
/obj/item/clothing/gloves/cut/family
desc = "The old gloves your great grandfather stole from Engineering, many moons ago. They've seen some tough times recently."
name = "fingerless insulated gloves"
/obj/item/clothing/gloves/color/yellow/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
I.play_tool_sound(src)
new /obj/item/clothing/gloves/cut(drop_location())
qdel(src)
..()
/obj/item/clothing/gloves/color/fyellow/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
I.play_tool_sound(src)
new /obj/item/clothing/gloves/cut(drop_location())
qdel(src)
..()
/obj/item/clothing/gloves/color/black
desc = "These gloves are fire-resistant."
name = "black gloves"
icon_state = "black"
item_state = "blackgloves"
item_color="black"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
I.play_tool_sound(src)
new /obj/item/clothing/gloves/fingerless(drop_location())
qdel(src)
..()
/obj/item/clothing/gloves/color/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = NONE
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
/obj/item/clothing/gloves/color/rainbow/clown
item_color = "clown"
/obj/item/clothing/gloves/color/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
/obj/item/clothing/gloves/color/grey/rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/grey/hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
/obj/item/clothing/gloves/color/brown/cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
/obj/item/clothing/gloves/color/captain
desc = "Regal blue gloves, with a nice gold trim, a diamond anti-shock coating, and an integrated thermal barrier. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
desc = "Cheap sterile gloves made from latex."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.3
permeability_coefficient = 0.01
item_color="mime"
transfer_prints = TRUE
resistance_flags = NONE
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
desc = "Pricy sterile gloves that are stronger than latex."
icon_state = "nitrile"
item_state = "nitrilegloves"
item_color = "cmo"
transfer_prints = FALSE
/obj/item/clothing/gloves/color/white
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "white"
item_state = "wgloves"
item_color="white"
/obj/item/clothing/gloves/color/white/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
/obj/item/clothing/gloves/color/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap knockoffs of the coveted ones - no way this can end badly."
name = "budget insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/fyellow/New()
..()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/color/fyellow/old
desc = "Old and worn out insulated gloves, hopefully they still work."
name = "worn out insulated gloves"
/obj/item/clothing/gloves/color/fyellow/old/Initialize()
. = ..()
siemens_coefficient = pick(0,0,0,0.5,0.5,0.5,0.75)
/obj/item/clothing/gloves/cut
desc = "These gloves would protect the wearer from electric shock.. if the fingers were covered."
name = "fingerless insulated gloves"
icon_state = "yellowcut"
item_state = "yglovescut"
siemens_coefficient = 1
permeability_coefficient = 1
resistance_flags = NONE
transfer_prints = TRUE
/obj/item/clothing/gloves/cut/family
desc = "The old gloves your great grandfather stole from Engineering, many moons ago. They've seen some tough times recently."
name = "fingerless insulated gloves"
/obj/item/clothing/gloves/color/yellow/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
I.play_tool_sound(src)
new /obj/item/clothing/gloves/cut(drop_location())
qdel(src)
..()
/obj/item/clothing/gloves/color/fyellow/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
I.play_tool_sound(src)
new /obj/item/clothing/gloves/cut(drop_location())
qdel(src)
..()
/obj/item/clothing/gloves/color/black
desc = "These gloves are fire-resistant."
name = "black gloves"
icon_state = "black"
item_state = "blackgloves"
item_color="black"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
var/can_be_cut = 1
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/color/black/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wirecutters))
if(can_be_cut && icon_state == initial(icon_state))//only if not dyed
to_chat(user, "<span class='notice'>You snip the fingertips off of [src].</span>")
I.play_tool_sound(src)
new /obj/item/clothing/gloves/fingerless(drop_location())
qdel(src)
..()
/obj/item/clothing/gloves/color/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = NONE
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
/obj/item/clothing/gloves/color/rainbow/clown
item_color = "clown"
/obj/item/clothing/gloves/color/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
/obj/item/clothing/gloves/color/grey/rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/grey/hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/color/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
/obj/item/clothing/gloves/color/brown/cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
/obj/item/clothing/gloves/color/captain
desc = "Regal blue gloves, with a nice gold trim, a diamond anti-shock coating, and an integrated thermal barrier. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
desc = "Cheap sterile gloves made from latex."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.3
permeability_coefficient = 0.01
item_color="mime"
transfer_prints = TRUE
resistance_flags = NONE
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
desc = "Pricy sterile gloves that are stronger than latex."
icon_state = "nitrile"
item_state = "nitrilegloves"
item_color = "cmo"
transfer_prints = FALSE
/obj/item/clothing/gloves/color/white
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "white"
item_state = "wgloves"
item_color="white"
/obj/item/clothing/gloves/color/white/redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
+105 -105
View File
@@ -1,105 +1,105 @@
/obj/item/clothing/gloves/fingerless
name = "fingerless gloves"
desc = "Plain black gloves without fingertips for the hard working."
icon_state = "fingerless"
item_state = "fingerless"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
/obj/item/clothing/gloves/botanic_leather
name = "botanist's leather gloves"
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
icon_state = "leather"
item_state = "ggloves"
permeability_coefficient = 0.9
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
/obj/item/clothing/gloves/combat
name = "combat gloves"
desc = "These tactical gloves are fireproof and shock resistant."
icon_state = "combat"
item_state = "blackgloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
strip_delay = 80
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
/obj/item/clothing/gloves/bracer
name = "bone bracers"
desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms."
icon_state = "bracers"
item_state = "bracers"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
body_parts_covered = ARMS
cold_protection = ARMS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 15, "bullet" = 35, "laser" = 35, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
/obj/item/clothing/gloves/rapid
name = "Gloves of the North Star"
desc = "Just looking at these fills you with an urge to beat the shit out of people. Violently."
icon_state = "rapid"
item_state = "rapid"
transfer_prints = TRUE
var/warcry = "AT"
/obj/item/clothing/gloves/rapid/Touch(mob/living/target,proximity = TRUE)
if(!istype(target))
return
var/mob/living/M = loc
M.changeNext_move(CLICK_CD_RAPID)
M.adjustStaminaLoss(-3.5) // used to be -2 with some comment about stamina buffer management but *shrug -hatterhat
if(warcry)
M.say("[warcry]", ignore_spam = TRUE, forced = "north star warcry")
.= FALSE
/obj/item/clothing/gloves/rapid/attack_self(mob/user)
var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
if(input)
warcry = input
/obj/item/clothing/gloves/rapid/hug
name = "Hugs of the North Star"
desc = "Just looking at these fills you with an urge to hug the shit out of people. In a very friendly manner."
warcry = "owo" //Shouldn't ever come into play
/obj/item/clothing/gloves/rapid/hug/Touch(mob/living/target,proximity = TRUE)
if(!istype(target))
return
var/mob/living/M = loc
if(M.a_intent == INTENT_HELP)
if(target.health >= 0 && !HAS_TRAIT(target, TRAIT_FAKEDEATH)) //Can't hug people who are dying/dead
if(target.on_fire || target.lying) //No spamming extinguishing, helping them up, or other non-hugging/patting help interactions
return
else
M.changeNext_move(CLICK_CD_RAPID)
. = FALSE
/obj/item/clothing/gloves/rapid/hug/attack_self(mob/user)
return FALSE
/obj/item/clothing/gloves/fingerless
name = "fingerless gloves"
desc = "Plain black gloves without fingertips for the hard working."
icon_state = "fingerless"
item_state = "fingerless"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
/obj/item/clothing/gloves/botanic_leather
name = "botanist's leather gloves"
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
icon_state = "leather"
item_state = "ggloves"
permeability_coefficient = 0.9
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
/obj/item/clothing/gloves/combat
name = "combat gloves"
desc = "These tactical gloves are fireproof and shock resistant."
icon_state = "combat"
item_state = "blackgloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
strip_delay = 80
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
/obj/item/clothing/gloves/bracer
name = "bone bracers"
desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms."
icon_state = "bracers"
item_state = "bracers"
item_color = null //So they don't wash.
transfer_prints = TRUE
strip_delay = 40
equip_delay_other = 20
body_parts_covered = ARMS
cold_protection = ARMS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 15, "bullet" = 35, "laser" = 35, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
/obj/item/clothing/gloves/rapid
name = "Gloves of the North Star"
desc = "Just looking at these fills you with an urge to beat the shit out of people. Violently."
icon_state = "rapid"
item_state = "rapid"
transfer_prints = TRUE
var/warcry = "AT"
/obj/item/clothing/gloves/rapid/Touch(mob/living/target,proximity = TRUE)
if(!istype(target))
return
var/mob/living/M = loc
M.changeNext_move(CLICK_CD_RAPID)
M.adjustStaminaLoss(-3.5) // used to be -2 with some comment about stamina buffer management but *shrug -hatterhat
if(warcry)
M.say("[warcry]", ignore_spam = TRUE, forced = "north star warcry")
.= FALSE
/obj/item/clothing/gloves/rapid/attack_self(mob/user)
var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
if(input)
warcry = input
/obj/item/clothing/gloves/rapid/hug
name = "Hugs of the North Star"
desc = "Just looking at these fills you with an urge to hug the shit out of people. In a very friendly manner."
warcry = "owo" //Shouldn't ever come into play
/obj/item/clothing/gloves/rapid/hug/Touch(mob/living/target,proximity = TRUE)
if(!istype(target))
return
var/mob/living/M = loc
if(M.a_intent == INTENT_HELP)
if(target.health >= 0 && !HAS_TRAIT(target, TRAIT_FAKEDEATH)) //Can't hug people who are dying/dead
if(target.on_fire || target.lying) //No spamming extinguishing, helping them up, or other non-hugging/patting help interactions
return
else
M.changeNext_move(CLICK_CD_RAPID)
. = FALSE
/obj/item/clothing/gloves/rapid/hug/attack_self(mob/user)
return FALSE
+62 -62
View File
@@ -1,63 +1,63 @@
/obj/item/clothing/head
name = BODY_ZONE_HEAD
icon = 'icons/obj/clothing/hats.dmi'
icon_state = "top_hat"
item_state = "that"
body_parts_covered = HEAD
slot_flags = ITEM_SLOT_HEAD
var/blockTracking = 0 //For AI tracking
var/can_toggle = null
dynamic_hair_suffix = "+generic"
/obj/item/clothing/head/Initialize()
. = ..()
if(ishuman(loc) && dynamic_hair_suffix)
var/mob/living/carbon/human/H = loc
H.update_hair()
///Special throw_impact for hats to frisbee hats at people to place them on their heads.
/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 downsides when worn
if(clothing_flags & IGNORE_HAT_TOSS)
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
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
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, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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)
..()
if(ismob(loc))
var/mob/M = loc
/obj/item/clothing/head
name = BODY_ZONE_HEAD
icon = 'icons/obj/clothing/hats.dmi'
icon_state = "top_hat"
item_state = "that"
body_parts_covered = HEAD
slot_flags = ITEM_SLOT_HEAD
var/blockTracking = 0 //For AI tracking
var/can_toggle = null
dynamic_hair_suffix = "+generic"
/obj/item/clothing/head/Initialize()
. = ..()
if(ishuman(loc) && dynamic_hair_suffix)
var/mob/living/carbon/human/H = loc
H.update_hair()
///Special throw_impact for hats to frisbee hats at people to place them on their heads.
/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 downsides when worn
if(clothing_flags & IGNORE_HAT_TOSS)
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
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
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, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_head()
+154 -154
View File
@@ -1,154 +1,154 @@
//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"
dynamic_hair_suffix = ""
/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"
dynamic_hair_suffix = ""
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 Curators."
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"
dynamic_hair_suffix = ""
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"
resistance_flags = NONE
/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"
dynamic_hair_suffix = ""
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"
dynamic_hair_suffix = ""
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"
dynamic_hair_suffix = ""
/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"
resistance_flags = NONE
flags_inv = HIDEHAIR
/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"
resistance_flags = NONE
flags_inv = HIDEHAIR
//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"
dynamic_hair_suffix = ""
/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"
dynamic_hair_suffix = ""
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 Curators."
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"
dynamic_hair_suffix = ""
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"
resistance_flags = NONE
/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"
dynamic_hair_suffix = ""
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"
dynamic_hair_suffix = ""
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"
dynamic_hair_suffix = ""
/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"
resistance_flags = NONE
flags_inv = HIDEHAIR
/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"
resistance_flags = NONE
flags_inv = HIDEHAIR
+160 -160
View File
@@ -1,161 +1,161 @@
/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
light_color = "#FFCC66"
var/power_on = 0.8
var/on = FALSE
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, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = "+generic"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/proc/toggle_helmet_light(mob/living/user)
on = !on
if(on)
turn_on(user)
else
turn_off(user)
update_icon()
/obj/item/clothing/head/hardhat/update_icon()
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon(force = TRUE)
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
set_light(brightness_on, power_on)
/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
set_light(0)
/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"
clothing_flags = STOPSPRESSUREDAMAGE
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"
clothing_flags = STOPSPRESSUREDAMAGE
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."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/hardhat/weldhat
name = "welding hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield! The bulb seems a little smaller though."
brightness_on = 3 //Needs a little bit of tradeoff
dog_fashion = null
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
flash_protect = 2
tint = 2
flags_inv = HIDEEYES | HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
visor_flags_inv = HIDEEYES | HIDEFACE
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/hardhat/weldhat/Initialize()
. = ..()
update_icon()
/obj/item/clothing/head/hardhat/weldhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/weldhat/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE))
toggle_welding_screen(user)
return TRUE
/obj/item/clothing/head/hardhat/weldhat/proc/toggle_welding_screen(mob/living/user)
if(weldingvisortoggle(user))
playsound(src, 'sound/mecha/mechmove03.ogg', 50, TRUE) //Visors don't just come from nothing
update_icon()
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(!isinhands)
. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
if(!up)
. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
/obj/item/clothing/head/hardhat/weldhat/update_icon()
cut_overlays()
if(!up)
add_overlay("weldvisor")
..()
/obj/item/clothing/head/hardhat/weldhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/weldhat/white
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
brightness_on = 4 //Boss always takes the best stuff
item_color = "white"
clothing_flags = STOPSPRESSUREDAMAGE
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/weldhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
/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
light_color = "#FFCC66"
var/power_on = 0.8
var/on = FALSE
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, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = "+generic"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/proc/toggle_helmet_light(mob/living/user)
on = !on
if(on)
turn_on(user)
else
turn_off(user)
update_icon()
/obj/item/clothing/head/hardhat/update_icon()
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon(force = TRUE)
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
set_light(brightness_on, power_on)
/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
set_light(0)
/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"
clothing_flags = STOPSPRESSUREDAMAGE
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"
clothing_flags = STOPSPRESSUREDAMAGE
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."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/hardhat/weldhat
name = "welding hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield! The bulb seems a little smaller though."
brightness_on = 3 //Needs a little bit of tradeoff
dog_fashion = null
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
flash_protect = 2
tint = 2
flags_inv = HIDEEYES | HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
visor_flags_inv = HIDEEYES | HIDEFACE
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/hardhat/weldhat/Initialize()
. = ..()
update_icon()
/obj/item/clothing/head/hardhat/weldhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/weldhat/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE))
toggle_welding_screen(user)
return TRUE
/obj/item/clothing/head/hardhat/weldhat/proc/toggle_welding_screen(mob/living/user)
if(weldingvisortoggle(user))
playsound(src, 'sound/mecha/mechmove03.ogg', 50, TRUE) //Visors don't just come from nothing
update_icon()
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(!isinhands)
. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
if(!up)
. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
/obj/item/clothing/head/hardhat/weldhat/update_icon()
cut_overlays()
if(!up)
add_overlay("weldvisor")
..()
/obj/item/clothing/head/hardhat/weldhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/weldhat/white
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
brightness_on = 4 //Boss always takes the best stuff
item_color = "white"
clothing_flags = STOPSPRESSUREDAMAGE
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/weldhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
+364 -364
View File
@@ -1,364 +1,364 @@
/obj/item/clothing/head/helmet
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
item_state = "helmet"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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
resistance_flags = NONE
flags_cover = HEADCOVERSEYES
flags_inv = HIDEHAIR
dog_fashion = /datum/dog_fashion/head/helmet
/obj/item/clothing/head/helmet/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_HEAD))
/obj/item/clothing/head/helmet/sec
can_flashlight = 1
/obj/item/clothing/head/helmet/sec/attackby(obj/item/I, mob/user, params)
if(issignaler(I))
var/obj/item/assembly/signaler/S = I
if(F) //Has a flashlight. Player must remove it, else it will be lost forever.
to_chat(user, "<span class='warning'>The mounted flashlight is in the way, remove it first!</span>")
return
if(S.secured)
qdel(S)
var/obj/item/bot_assembly/secbot/A = new
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You add the signaler to the helmet.</span>")
qdel(src)
return
return ..()
/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" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
can_flashlight = 1
dog_fashion = null
/obj/item/clothing/head/helmet/old
name = "degrading helmet"
desc = "Standard issue security helmet. Due to degradation the helmet's visor obstructs the users ability to see long distances."
tint = 2
/obj/item/clothing/head/helmet/blueshirt
name = "blue helmet"
desc = "A reliable, blue tinted helmet reminding you that you <i>still</i> owe that engineer a beer."
icon_state = "blueshift"
item_state = "blueshift"
/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
armor = list("melee" = 45, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS|HIDEFACE
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEFACE
toggle_cooldown = 0
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
dog_fashion = null
mutantrace_variation = STYLE_MUZZLE
/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_1 ^= visor_flags
flags_inv ^= visor_flags_inv
flags_cover ^= visor_flags_cover
icon_state = "[initial(icon_state)][up ? "up" : ""]"
to_chat(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, "fire" = 50, "acid" = 50)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
clothing_flags = STOPSPRESSUREDAMAGE
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, "fire" = 50, "acid" = 50)
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 = "\improper 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, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
strip_delay = 100
dog_fashion = null
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/head/helmet/roman/legionnaire
name = "\improper Roman legionnaire 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/roman/legionnaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/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, "fire" = 0, "acid" = 50)
// 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, "fire" = 0, "acid" = 50)
// 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, "fire" = 0, "acid" = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
dog_fashion = null
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/helmet/knight/Initialize(mapload)
. = ..()
var/datum/component = GetComponent(/datum/component/wearertargeting/earprotection)
qdel(component)
/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/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, "fire" = 40, "acid" = 20)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
mutantrace_variation = STYLE_MUZZLE
//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(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
/obj/item/clothing/head/helmet/ui_action_click(mob/user, action)
if(istype(action, /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/flashlight/seclite))
var/obj/item/flashlight/seclite/S = I
if(can_flashlight)
if(!F)
if(!user.transferItemToLoc(S, src))
return
to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
if(S.on)
set_light(0)
F = S
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/screwdriver))
if(F)
for(var/obj/item/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
F = null
S.forceMove(user.drop_location())
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
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
F.on = !F.on
to_chat(user, "<span class='notice'>You toggle the helmetlight [F.on ? "on":"off"].</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_helmlight(user)
/obj/item/clothing/head/helmet/proc/update_helmlight(mob/user = null)
if(F)
if(F.on)
set_light(F.brightness_on, F.flashlight_power, F.light_color)
else
set_light(0)
update_icon()
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/durathread
name = "makeshift helmet"
desc = "A hardhat with strips of leather and durathread for additional blunt protection."
icon_state = "durathread"
item_state = "durathread"
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
/obj/item/clothing/head/helmet/rus_helmet
name = "russian helmet"
desc = "It can hold a bottle of vodka."
icon_state = "rus_helmet"
item_state = "rus_helmet"
armor = list("melee" = 30, "bullet" = 25, "laser" = 20,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 50)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet
/obj/item/clothing/head/helmet/rus_ushanka
name = "battle ushanka"
desc = "100% bear."
icon_state = "rus_ushanka"
item_state = "rus_ushanka"
clothing_flags = THICKMATERIAL
body_parts_covered = HEAD
cold_protection = HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0)
/obj/item/clothing/head/helmet
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
item_state = "helmet"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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
resistance_flags = NONE
flags_cover = HEADCOVERSEYES
flags_inv = HIDEHAIR
dog_fashion = /datum/dog_fashion/head/helmet
/obj/item/clothing/head/helmet/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_HEAD))
/obj/item/clothing/head/helmet/sec
can_flashlight = 1
/obj/item/clothing/head/helmet/sec/attackby(obj/item/I, mob/user, params)
if(issignaler(I))
var/obj/item/assembly/signaler/S = I
if(F) //Has a flashlight. Player must remove it, else it will be lost forever.
to_chat(user, "<span class='warning'>The mounted flashlight is in the way, remove it first!</span>")
return
if(S.secured)
qdel(S)
var/obj/item/bot_assembly/secbot/A = new
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You add the signaler to the helmet.</span>")
qdel(src)
return
return ..()
/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" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
can_flashlight = 1
dog_fashion = null
/obj/item/clothing/head/helmet/old
name = "degrading helmet"
desc = "Standard issue security helmet. Due to degradation the helmet's visor obstructs the users ability to see long distances."
tint = 2
/obj/item/clothing/head/helmet/blueshirt
name = "blue helmet"
desc = "A reliable, blue tinted helmet reminding you that you <i>still</i> owe that engineer a beer."
icon_state = "blueshift"
item_state = "blueshift"
/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
armor = list("melee" = 45, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS|HIDEFACE
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEFACE
toggle_cooldown = 0
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
dog_fashion = null
mutantrace_variation = STYLE_MUZZLE
/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_1 ^= visor_flags
flags_inv ^= visor_flags_inv
flags_cover ^= visor_flags_cover
icon_state = "[initial(icon_state)][up ? "up" : ""]"
to_chat(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, "fire" = 50, "acid" = 50)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
clothing_flags = STOPSPRESSUREDAMAGE
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, "fire" = 50, "acid" = 50)
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 = "\improper 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, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
strip_delay = 100
dog_fashion = null
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/head/helmet/roman/legionnaire
name = "\improper Roman legionnaire 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/roman/legionnaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/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, "fire" = 0, "acid" = 50)
// 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, "fire" = 0, "acid" = 50)
// 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, "fire" = 0, "acid" = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
dog_fashion = null
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/helmet/knight/Initialize(mapload)
. = ..()
var/datum/component = GetComponent(/datum/component/wearertargeting/earprotection)
qdel(component)
/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/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, "fire" = 40, "acid" = 20)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
mutantrace_variation = STYLE_MUZZLE
//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(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
/obj/item/clothing/head/helmet/ui_action_click(mob/user, action)
if(istype(action, /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/flashlight/seclite))
var/obj/item/flashlight/seclite/S = I
if(can_flashlight)
if(!F)
if(!user.transferItemToLoc(S, src))
return
to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
if(S.on)
set_light(0)
F = S
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/screwdriver))
if(F)
for(var/obj/item/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
F = null
S.forceMove(user.drop_location())
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
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
F.on = !F.on
to_chat(user, "<span class='notice'>You toggle the helmetlight [F.on ? "on":"off"].</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_helmlight(user)
/obj/item/clothing/head/helmet/proc/update_helmlight(mob/user = null)
if(F)
if(F.on)
set_light(F.brightness_on, F.flashlight_power, F.light_color)
else
set_light(0)
update_icon()
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/durathread
name = "makeshift helmet"
desc = "A hardhat with strips of leather and durathread for additional blunt protection."
icon_state = "durathread"
item_state = "durathread"
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
/obj/item/clothing/head/helmet/rus_helmet
name = "russian helmet"
desc = "It can hold a bottle of vodka."
icon_state = "rus_helmet"
item_state = "rus_helmet"
armor = list("melee" = 30, "bullet" = 25, "laser" = 20,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 50)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet
/obj/item/clothing/head/helmet/rus_ushanka
name = "battle ushanka"
desc = "100% bear."
icon_state = "rus_ushanka"
item_state = "rus_ushanka"
clothing_flags = THICKMATERIAL
body_parts_covered = HEAD
cold_protection = HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0)
+373 -373
View File
@@ -1,373 +1,373 @@
//defines the drill hat's yelling setting
#define DRILL_DEFAULT "default"
#define DRILL_SHOUTING "shouting"
#define DRILL_YELLING "yelling"
#define DRILL_CANADIAN "canadian"
//Chef
/obj/item/clothing/head/chefhat
name = "chef's hat"
item_state = "chef"
icon_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
equip_delay_other = 10
dynamic_hair_suffix = ""
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 [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!", forced = "chef hat suicide")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
user.say("BOOORK!", forced = "chef hat suicide")
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" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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
/obj/item/clothing/head/caphat/beret
name = "captain's beret"
desc = "A beret fit for a leader."
icon_state = "capberet"
dynamic_hair_suffix = ""
dog_fashion = null
/obj/item/clothing/head/caphat/beret/white
name = "captain's white beret"
desc = "A white beret fit for a leader."
icon_state = "beret_captain_white"
//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" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/hopcap/beret
name = "head of personnel's beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "hopberet"
dynamic_hair_suffix = ""
dog_fashion = null
/obj/item/clothing/head/hopcap/beret/white
name = "head of personnel's white beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "beret_white_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
//Detective
/obj/item/clothing/head/fedora/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."
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
icon_state = "detective"
var/candy_cooldown = 0
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective
dog_fashion = /datum/dog_fashion/head/detective
/obj/item/clothing/head/fedora/det_hat/Initialize()
. = ..()
new /obj/item/reagent_containers/food/drinks/flask/det(src)
/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to take a candy corn.</span>"
/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
. = ..()
if(loc == user && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(candy_cooldown < world.time)
var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src)
user.put_in_hands(CC)
to_chat(user, "You slip a candy corn from your hat.")
candy_cooldown = world.time+1200
else
to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
return TRUE
//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
dynamic_hair_suffix = ""
/obj/item/clothing/head/beret/black
name = "black beret"
desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
icon_state = "beretblack"
/obj/item/clothing/head/beret/purple
name = "purple beret"
desc = "A purple beret."
icon_state = "beret_purple"
/obj/item/clothing/head/beret/blue
name = "blue beret"
desc = "A blue beret"
icon_state = "beret_blue"
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
/obj/item/clothing/head/beret/highlander/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
//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, "fire" = 50, "acid" = 60)
strip_delay = 80
dynamic_hair_suffix = ""
/obj/item/clothing/head/HoS/syndicate
name = "syndicate cap"
desc = "A black cap fit for a high ranking syndicate officer."
/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/HoS/beret/officer
name = "head of security officer beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "beret_centcom_officer"
/obj/item/clothing/head/HoS/beret/syndicate
name = "syndicate beret"
desc = "A black beret with thick armor padding inside. Stylish and robust."
/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, "fire" = 30, "acid" = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/warden/drill
name = "warden's campaign hat"
desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side."
icon_state = "wardendrill"
item_state = "wardendrill"
dog_fashion = null
var/mode = DRILL_DEFAULT
/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
if(..())
return TRUE
switch(mode)
if(DRILL_DEFAULT)
to_chat(user, "<span class='notice'>You set the voice circuit to the middle position.</span>")
mode = DRILL_SHOUTING
if(DRILL_SHOUTING)
to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
mode = DRILL_YELLING
if(DRILL_YELLING)
to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
mode = DRILL_DEFAULT
if(DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
return TRUE
/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
if(mode != DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
mode = DRILL_CANADIAN
return TRUE
/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
switch (mode)
if(DRILL_SHOUTING)
message += "!"
if(DRILL_YELLING)
message += "!!"
if(DRILL_CANADIAN)
message = " [message]"
var/list/canadian_words = strings("canadian_replacement.json", "canadian")
for(var/key in canadian_words)
var/value = canadian_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(30))
message += pick(", eh?", ", EH?")
speech_args[SPEECH_MESSAGE] = message
/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 sufficient protection."
icon_state = "beret_badge"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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"
/obj/item/clothing/head/beret/sec/corporatewarden
name = "warden's corporate beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "beret_corporate_warden"
/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"
//Curator
/obj/item/clothing/head/fedora/curator
name = "treasure hunter's fedora"
desc = "You got red text today kid, but it doesn't mean you have to like it."
icon_state = "curator"
//Chief Medical Officer
/obj/item/clothing/head/beret/cmo
name = "chief medical officer's beret"
desc = "A fancy beret with a green cross, signifying your status in the station's medbay."
icon_state = "cmoberet"
/obj/item/clothing/head/beret/cmo/blue
name = "chief medical officer's blue beret"
desc = "A fancy beret with a blue and white cross, try not to be chief malpractice officer in it."
icon_state = "beret_blue_cmo"
//Medical
/obj/item/clothing/head/beret/med
name = "medical officer's beret"
desc = "A fancy beret with a blue cross, smells sterile"
icon_state = "beret_med"
/obj/item/clothing/head/beret/chem
name = "chemist's beret"
desc = "A fancy beret with a orange beaker, you're not sure if you should smell it"
icon_state = "beret_chem"
/obj/item/clothing/head/beret/viro
name = "virologist's beret"
desc = "A fancy beret with a green gross, hopefully it's virus free!"
icon_state = "beret_viro"
//Research Director
/obj/item/clothing/head/beret/rd
name = "research director's beret"
desc = "A beret worn only by highly intelligent people."
icon_state = "rdberet"
//Scientist
/obj/item/clothing/head/beret/sci
name = "scientist's beret"
desc = "A Scientist's beret, looks like it's covered in slime."
icon_state = "beret_sci"
//Roboticist
/obj/item/clothing/head/beret/robo
name = "roboticist's beret"
desc = "A Roboticist's beret, almost more oil than hat."
icon_state = "beret_robot"
//Chief Engineer
/obj/item/clothing/head/beret/ce
name = "chief engineer's beret"
desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
icon_state = "ceberet"
/obj/item/clothing/head/beret/ce/white
name = "chief engineer's white beret"
desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
icon_state = "beret_ce_white"
//Atmos
/obj/item/clothing/head/beret/atmos
name = "atmospheric technician's beret"
desc = "An Atmospheric Technician's beret. Smells like plasma fire."
icon_state = "beret_atmos"
//Engineer
/obj/item/clothing/head/beret/eng
name = "engineer's beret"
desc = "An Engineer's beret, try not to lose it to space wind."
icon_state = "beret_engineering"
//Quartermaster
/obj/item/clothing/head/beret/qm
name = "quartermaster's beret"
desc = "This headwear shows off your Cargonian leadership"
icon_state = "qmberet"
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
#undef DRILL_DEFAULT
#undef DRILL_SHOUTING
#undef DRILL_YELLING
#undef DRILL_CANADIAN
//defines the drill hat's yelling setting
#define DRILL_DEFAULT "default"
#define DRILL_SHOUTING "shouting"
#define DRILL_YELLING "yelling"
#define DRILL_CANADIAN "canadian"
//Chef
/obj/item/clothing/head/chefhat
name = "chef's hat"
item_state = "chef"
icon_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
equip_delay_other = 10
dynamic_hair_suffix = ""
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 [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!", forced = "chef hat suicide")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
user.say("BOOORK!", forced = "chef hat suicide")
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" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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
/obj/item/clothing/head/caphat/beret
name = "captain's beret"
desc = "A beret fit for a leader."
icon_state = "capberet"
dynamic_hair_suffix = ""
dog_fashion = null
/obj/item/clothing/head/caphat/beret/white
name = "captain's white beret"
desc = "A white beret fit for a leader."
icon_state = "beret_captain_white"
//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" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/hopcap/beret
name = "head of personnel's beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "hopberet"
dynamic_hair_suffix = ""
dog_fashion = null
/obj/item/clothing/head/hopcap/beret/white
name = "head of personnel's white beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "beret_white_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
//Detective
/obj/item/clothing/head/fedora/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."
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
icon_state = "detective"
var/candy_cooldown = 0
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective
dog_fashion = /datum/dog_fashion/head/detective
/obj/item/clothing/head/fedora/det_hat/Initialize()
. = ..()
new /obj/item/reagent_containers/food/drinks/flask/det(src)
/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to take a candy corn.</span>"
/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
. = ..()
if(loc == user && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(candy_cooldown < world.time)
var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src)
user.put_in_hands(CC)
to_chat(user, "You slip a candy corn from your hat.")
candy_cooldown = world.time+1200
else
to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
return TRUE
//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
dynamic_hair_suffix = ""
/obj/item/clothing/head/beret/black
name = "black beret"
desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
icon_state = "beretblack"
/obj/item/clothing/head/beret/purple
name = "purple beret"
desc = "A purple beret."
icon_state = "beret_purple"
/obj/item/clothing/head/beret/blue
name = "blue beret"
desc = "A blue beret"
icon_state = "beret_blue"
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
/obj/item/clothing/head/beret/highlander/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
//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, "fire" = 50, "acid" = 60)
strip_delay = 80
dynamic_hair_suffix = ""
/obj/item/clothing/head/HoS/syndicate
name = "syndicate cap"
desc = "A black cap fit for a high ranking syndicate officer."
/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/HoS/beret/officer
name = "head of security officer beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "beret_centcom_officer"
/obj/item/clothing/head/HoS/beret/syndicate
name = "syndicate beret"
desc = "A black beret with thick armor padding inside. Stylish and robust."
/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, "fire" = 30, "acid" = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/warden/drill
name = "warden's campaign hat"
desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side."
icon_state = "wardendrill"
item_state = "wardendrill"
dog_fashion = null
var/mode = DRILL_DEFAULT
/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
if(..())
return TRUE
switch(mode)
if(DRILL_DEFAULT)
to_chat(user, "<span class='notice'>You set the voice circuit to the middle position.</span>")
mode = DRILL_SHOUTING
if(DRILL_SHOUTING)
to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
mode = DRILL_YELLING
if(DRILL_YELLING)
to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
mode = DRILL_DEFAULT
if(DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
return TRUE
/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
if(mode != DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
mode = DRILL_CANADIAN
return TRUE
/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
switch (mode)
if(DRILL_SHOUTING)
message += "!"
if(DRILL_YELLING)
message += "!!"
if(DRILL_CANADIAN)
message = " [message]"
var/list/canadian_words = strings("canadian_replacement.json", "canadian")
for(var/key in canadian_words)
var/value = canadian_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(30))
message += pick(", eh?", ", EH?")
speech_args[SPEECH_MESSAGE] = message
/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 sufficient protection."
icon_state = "beret_badge"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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"
/obj/item/clothing/head/beret/sec/corporatewarden
name = "warden's corporate beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "beret_corporate_warden"
/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"
//Curator
/obj/item/clothing/head/fedora/curator
name = "treasure hunter's fedora"
desc = "You got red text today kid, but it doesn't mean you have to like it."
icon_state = "curator"
//Chief Medical Officer
/obj/item/clothing/head/beret/cmo
name = "chief medical officer's beret"
desc = "A fancy beret with a green cross, signifying your status in the station's medbay."
icon_state = "cmoberet"
/obj/item/clothing/head/beret/cmo/blue
name = "chief medical officer's blue beret"
desc = "A fancy beret with a blue and white cross, try not to be chief malpractice officer in it."
icon_state = "beret_blue_cmo"
//Medical
/obj/item/clothing/head/beret/med
name = "medical officer's beret"
desc = "A fancy beret with a blue cross, smells sterile"
icon_state = "beret_med"
/obj/item/clothing/head/beret/chem
name = "chemist's beret"
desc = "A fancy beret with a orange beaker, you're not sure if you should smell it"
icon_state = "beret_chem"
/obj/item/clothing/head/beret/viro
name = "virologist's beret"
desc = "A fancy beret with a green gross, hopefully it's virus free!"
icon_state = "beret_viro"
//Research Director
/obj/item/clothing/head/beret/rd
name = "research director's beret"
desc = "A beret worn only by highly intelligent people."
icon_state = "rdberet"
//Scientist
/obj/item/clothing/head/beret/sci
name = "scientist's beret"
desc = "A Scientist's beret, looks like it's covered in slime."
icon_state = "beret_sci"
//Roboticist
/obj/item/clothing/head/beret/robo
name = "roboticist's beret"
desc = "A Roboticist's beret, almost more oil than hat."
icon_state = "beret_robot"
//Chief Engineer
/obj/item/clothing/head/beret/ce
name = "chief engineer's beret"
desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
icon_state = "ceberet"
/obj/item/clothing/head/beret/ce/white
name = "chief engineer's white beret"
desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
icon_state = "beret_ce_white"
//Atmos
/obj/item/clothing/head/beret/atmos
name = "atmospheric technician's beret"
desc = "An Atmospheric Technician's beret. Smells like plasma fire."
icon_state = "beret_atmos"
//Engineer
/obj/item/clothing/head/beret/eng
name = "engineer's beret"
desc = "An Engineer's beret, try not to lose it to space wind."
icon_state = "beret_engineering"
//Quartermaster
/obj/item/clothing/head/beret/qm
name = "quartermaster's beret"
desc = "This headwear shows off your Cargonian leadership"
icon_state = "qmberet"
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
#undef DRILL_DEFAULT
#undef DRILL_SHOUTING
#undef DRILL_YELLING
#undef DRILL_CANADIAN
+424 -394
View File
@@ -1,394 +1,424 @@
/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, "fire" = 50, "acid" = 50)
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
throwforce = 1
/obj/item/clothing/head/canada
name = "striped red tophat"
desc = "It smells like fresh donut holes. / <i>Il sent comme des trous de beignets frais.</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"
dynamic_hair_suffix = ""
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|HIDESNOUT
mutantrace_variation = STYLE_MUZZLE
/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"
flags_cover = HEADCOVERSEYES|HEADCOVERSMOUTH
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
/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|HIDESNOUT
/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|HIDESNOUT
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"
dynamic_hair_suffix = ""
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/pirate/captain
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
dynamic_hair_suffix = ""
/obj/item/clothing/head/bowler
name = "bowler-hat"
desc = "Gentleman, elite aboard!"
icon_state = "bowler"
item_state = "bowler"
dynamic_hair_suffix = ""
/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|HIDESNOUT
/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|HIDESNOUT
/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|HIDESNOUT
/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."
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small
/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 [user.p_theyre()] trying to be nice to girls.</span>")
user.say("M'lady.", forced = "fedora suicide")
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."
dog_fashion = null
/obj/item/clothing/head/sombrero/shamebrero/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, SHAMEBRERO_TRAIT)
/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 = WEIGHT_CLASS_SMALL
attack_verb = list("warned", "cautioned", "smashed")
resistance_flags = NONE
dynamic_hair_suffix = ""
/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 merriness to the suit."
icon_state = "jester_hat"
dynamic_hair_suffix = ""
/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|HIDESNOUT
/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|HIDESNOUT
/obj/item/clothing/head/crown
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = ""
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the <s>land</s> space."
icon_state = "fancycrown"
/obj/item/clothing/head/scarecrow_hat
name = "scarecrow hat"
desc = "A simple straw hat."
icon_state = "scarecrow_hat"
/obj/item/clothing/head/lobsterhat
name = "foam lobster head"
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
/obj/item/clothing/head/drfreezehat
name = "doctor freeze's wig"
desc = "A cool wig for cool people."
icon_state = "drfreeze_hat"
flags_inv = HIDEHAIR
/obj/item/clothing/head/pharaoh
name = "pharaoh hat"
desc = "Walk like an Egyptian."
icon_state = "pharaoh_hat"
icon_state = "pharaoh_hat"
/obj/item/clothing/head/jester/alt
name = "jester hat"
desc = "A hat with bells, to add some merriness to the suit."
icon_state = "jester_hat2"
dynamic_hair_suffix = ""
/obj/item/clothing/head/nemes
name = "headdress of Nemes"
desc = "Lavish space tomb not included."
icon_state = "nemes_headdress"
icon_state = "nemes_headdress"
/obj/item/clothing/head/frenchberet
name = "french beret"
desc = "A quality beret, infused with the aroma of chain-smoking, wine-swilling Parisians. You feel less inclined to engage military conflict, for some reason."
icon_state = "beretblack"
dynamic_hair_suffix = ""
/obj/item/clothing/head/frenchberet/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/frenchberet/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/frenchberet/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = " [message]"
var/list/french_words = strings("french_replacement.json", "french")
for(var/key in french_words)
var/value = french_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(3))
message += pick(" Honh honh honh!"," Honh!"," Zut Alors!")
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/head/assu_helmet
name = "DAB helmet"
icon_state = "assu_helmet"
item_state = "assu_helmet"
desc = "A cheap replica of old riot helmet without visor. It has \"D.A.B.\" written on the front."
flags_inv = HIDEHAIR
/obj/item/clothing/head/hotel
name = "Telegram cap"
desc = "A bright red cap warn by hotel staff. Or people who want to be a singing telegram"
icon_state = "telegram"
item_color = "telegram"
dog_fashion = /datum/dog_fashion/head/telegram
/obj/item/clothing/head/colour
name = "Singer cap"
desc = "A light white hat that has bands of color. Just makes you want to sing and dance!"
icon_state = "colour"
item_color = "colour"
dog_fashion = /datum/dog_fashion/head/colour
/obj/item/clothing/head/christmashat
name = "red santa hat"
desc = "A red Christmas Hat! How festive!"
icon_state = "christmashat"
item_state = "christmashat"
/obj/item/clothing/head/christmashatg
name = "green santa hat"
desc = "A green Christmas Hat! How festive!"
icon_state = "christmashatg"
item_state = "christmashatg"
/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, "fire" = 50, "acid" = 50)
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
throwforce = 1
/obj/item/clothing/head/canada
name = "striped red tophat"
desc = "It smells like fresh donut holes. / <i>Il sent comme des trous de beignets frais.</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"
dynamic_hair_suffix = ""
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|HIDESNOUT
mutantrace_variation = STYLE_MUZZLE
/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"
flags_cover = HEADCOVERSEYES|HEADCOVERSMOUTH
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
/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|HIDESNOUT
/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|HIDESNOUT
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"
dynamic_hair_suffix = ""
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/pirate/captain
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
dynamic_hair_suffix = ""
/obj/item/clothing/head/bowler
name = "bowler-hat"
desc = "Gentleman, elite aboard!"
icon_state = "bowler"
item_state = "bowler"
dynamic_hair_suffix = ""
/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|HIDESNOUT
/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|HIDESNOUT
/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|HIDESNOUT
/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."
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small
/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 [user.p_theyre()] trying to be nice to girls.</span>")
user.say("M'lady.", forced = "fedora suicide")
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."
dog_fashion = null
/obj/item/clothing/head/sombrero/shamebrero/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, SHAMEBRERO_TRAIT)
/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 = WEIGHT_CLASS_SMALL
attack_verb = list("warned", "cautioned", "smashed")
resistance_flags = NONE
dynamic_hair_suffix = ""
/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 merriness to the suit."
icon_state = "jester_hat"
dynamic_hair_suffix = ""
/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|HIDESNOUT
/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|HIDESNOUT
/obj/item/clothing/head/crown
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = ""
/obj/item/clothing/head/crown/fancy
name = "magnificent crown"
desc = "A crown worn by only the highest emperors of the <s>land</s> space."
icon_state = "fancycrown"
/obj/item/clothing/head/scarecrow_hat
name = "scarecrow hat"
desc = "A simple straw hat."
icon_state = "scarecrow_hat"
/obj/item/clothing/head/lobsterhat
name = "foam lobster head"
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
/obj/item/clothing/head/drfreezehat
name = "doctor freeze's wig"
desc = "A cool wig for cool people."
icon_state = "drfreeze_hat"
flags_inv = HIDEHAIR
/obj/item/clothing/head/pharaoh
name = "pharaoh hat"
desc = "Walk like an Egyptian."
icon_state = "pharaoh_hat"
icon_state = "pharaoh_hat"
/obj/item/clothing/head/jester/alt
name = "jester hat"
desc = "A hat with bells, to add some merriness to the suit."
icon_state = "jester_hat2"
dynamic_hair_suffix = ""
/obj/item/clothing/head/nemes
name = "headdress of Nemes"
desc = "Lavish space tomb not included."
icon_state = "nemes_headdress"
icon_state = "nemes_headdress"
/obj/item/clothing/head/frenchberet
name = "french beret"
desc = "A quality beret, infused with the aroma of chain-smoking, wine-swilling Parisians. You feel less inclined to engage military conflict, for some reason."
icon_state = "beretblack"
dynamic_hair_suffix = ""
/obj/item/clothing/head/frenchberet/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/frenchberet/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/frenchberet/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = " [message]"
var/list/french_words = strings("french_replacement.json", "french")
for(var/key in french_words)
var/value = french_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(3))
message += pick(" Honh honh honh!"," Honh!"," Zut Alors!")
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/head/assu_helmet
name = "DAB helmet"
icon_state = "assu_helmet"
item_state = "assu_helmet"
desc = "A cheap replica of old riot helmet without visor. It has \"D.A.B.\" written on the front."
flags_inv = HIDEHAIR
/obj/item/clothing/head/hotel
name = "Telegram cap"
desc = "A bright red cap warn by hotel staff. Or people who want to be a singing telegram"
icon_state = "telegram"
item_color = "telegram"
dog_fashion = /datum/dog_fashion/head/telegram
/obj/item/clothing/head/colour
name = "Singer cap"
desc = "A light white hat that has bands of color. Just makes you want to sing and dance!"
icon_state = "colour"
item_color = "colour"
dog_fashion = /datum/dog_fashion/head/colour
/obj/item/clothing/head/christmashat
name = "red santa hat"
desc = "A red Christmas Hat! How festive!"
icon_state = "christmashat"
item_state = "christmashat"
/obj/item/clothing/head/christmashatg
name = "green santa hat"
desc = "A green Christmas Hat! How festive!"
icon_state = "christmashatg"
item_state = "christmashatg"
/obj/item/clothing/head/cowboyhat
name = "cowboy hat"
desc = "A standard brown cowboy hat, yeehaw."
icon_state = "cowboyhat"
item_state= "cowboyhat"
/obj/item/clothing/head/cowboyhat/black
name = "black cowboy hat"
desc = "A a black cowboy hat, perfect for any outlaw"
icon_state = "cowboyhat_black"
item_state= "cowboyhat_black"
/obj/item/clothing/head/cowboyhat/white
name = "white cowboy hat"
desc = "A white cowboy hat, perfect for your every day rancher"
icon_state = "cowboyhat_white"
item_state= "cowboyhat_white"
/obj/item/clothing/head/cowboyhat/pink
name = "pink cowboy hat"
desc = "A pink cowboy? more like cowgirl hat, just don't be a buckle bunny."
icon_state = "cowboyhat_pink"
item_state= "cowboyhat_pink"
/obj/item/clothing/head/cowboyhat/sec
name = "security cowboy hat"
desc = "A security cowboy hat, perfect for any true lawman"
icon_state = "cowboyhat_sec"
item_state= "cowboyhat_sec"
+312 -312
View File
@@ -1,312 +1,312 @@
/*
* Contents:
* Welding mask
* Cakehat
* Ushanka
* Pumpkin head
* Kitty ears
* Cardborg disguise
* Wig
* Bronze hat
*/
/*
* 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)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
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
resistance_flags = FIRE_PROOF
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/welding/attack_self(mob/user)
weldingvisortoggle(user)
/*
* 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, "fire" = 0, "acid" = 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(ishuman(location))
var/mob/living/carbon/human/M = location
if(M.is_holding(src) || M.head == src)
location = M.loc
if(isturf(location))
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/get_temperature()
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
to_chat(user, "<span class='notice'>You raise the ear flaps on the ushanka.</span>")
else
src.icon_state = "ushankadown"
src.item_state = "ushankadown"
earflaps = 1
to_chat(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|HIDESNOUT
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
/*
* Kitty ears
*/
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
color = "#999999"
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/kitty/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == SLOT_HEAD)
update_icon(user)
user.update_inv_head() //Color might have been changed by update_icon.
..()
/obj/item/clothing/head/kitty/update_icon(mob/living/carbon/human/user)
if(ishuman(user))
add_atom_colour("#[user.hair_color]", FIXED_COLOUR_PRIORITY)
/obj/item/clothing/head/kitty/genuine
desc = "A pair of kitty ears. A tag on the inside says \"Hand made from real cats.\""
/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, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on
dynamic_hair_suffix = ""
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|HIDESNOUT
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")
/obj/item/clothing/head/wig
name = "wig"
desc = "A bunch of hair without a head attached."
icon_state = ""
item_state = "pwig"
flags_inv = HIDEHAIR
var/hair_style = "Very Long Hair"
var/hair_color = "#000"
/obj/item/clothing/head/wig/Initialize(mapload)
. = ..()
update_icon()
/obj/item/clothing/head/wig/update_icon()
cut_overlays()
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
if(!S)
icon_state = "pwig"
else
var/mutable_appearance/M = mutable_appearance(S.icon,S.icon_state)
M.appearance_flags |= RESET_COLOR
M.color = hair_color
add_overlay(M)
/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
if(!S)
return
var/mutable_appearance/M = mutable_appearance(S.icon, S.icon_state,layer = -HAIR_LAYER)
M.appearance_flags |= RESET_COLOR
M.color = hair_color
. += M
/obj/item/clothing/head/wig/random/Initialize(mapload)
hair_style = pick(GLOB.hair_styles_list - "Bald") //Don't want invisible wig
hair_color = "#[random_short_color()]"
. = ..()
/obj/item/clothing/head/bronze
name = "bronze hat"
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"
flags_inv = HIDEEARS|HIDEHAIR
armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
/obj/item/clothing/head/foilhat
name = "tinfoil hat"
desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat."
icon_state = "foilhat"
item_state = "foilhat"
armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0)
equip_delay_other = 140
var/datum/brain_trauma/mild/phobia/paranoia
var/warped = FALSE
clothing_flags = IGNORE_HAT_TOSS
/obj/item/clothing/head/foilhat/Initialize(mapload)
. = ..()
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)
. = ..()
if(slot != SLOT_HEAD || warped)
return
if(paranoia)
QDEL_NULL(paranoia)
paranoia = new("conspiracies")
user.gain_trauma(paranoia, TRAUMA_RESILIENCE_MAGIC)
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))
var/mob/living/carbon/C = usr
if(src == C.head)
to_chat(C, "<span class='userdanger'>Why would you want to take this off? Do you want them to get into your mind?!</span>")
return
return ..()
/obj/item/clothing/head/foilhat/dropped(mob/user)
. = ..()
if(paranoia)
QDEL_NULL(paranoia)
/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."
warped = TRUE
if(!isliving(loc) || !paranoia)
return
var/mob/living/target = loc
if(target.get_item_by_slot(SLOT_HEAD) != src)
return
QDEL_NULL(paranoia)
if(!target.IsUnconscious())
to_chat(target, "<span class='warning'>Your zealous conspirationism rapidly dissipates as the donned hat warps up into a ruined mess. All those theories starting to sound like nothing but a ridicolous fanfare.</span>")
/obj/item/clothing/head/foilhat/attack_hand(mob/user)
if(!warped && iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.head)
to_chat(user, "<span class='userdanger'>Why would you want to take this off? Do you want them to get into your mind?!</span>")
return
return ..()
/obj/item/clothing/head/foilhat/microwave_act(obj/machinery/microwave/M)
. = ..()
if(!warped)
warp_up()
/obj/item/clothing/head/flakhelm //Actually the M1 Helmet
name = "flak helmet"
icon_state = "m1helm"
item_state = "helmet"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0.1, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = -15)
desc = "A dilapidated helmet used in ancient wars. This one is brittle and essentially useless. An ace of spades is tucked into the band around the outer shell."
pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny/spacenam //So you can stuff other things in the elastic band instead of it simply being a fluff thing.
//The "pocket" for the M1 helmet so you can tuck things into the elastic band
/datum/component/storage/concrete/pockets/tiny/spacenam
attack_hand_interact = TRUE //So you can actually see what you stuff in there
/*
* Contents:
* Welding mask
* Cakehat
* Ushanka
* Pumpkin head
* Kitty ears
* Cardborg disguise
* Wig
* Bronze hat
*/
/*
* 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)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
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
resistance_flags = FIRE_PROOF
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/head/welding/attack_self(mob/user)
weldingvisortoggle(user)
/*
* 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, "fire" = 0, "acid" = 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(ishuman(location))
var/mob/living/carbon/human/M = location
if(M.is_holding(src) || M.head == src)
location = M.loc
if(isturf(location))
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/get_temperature()
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
to_chat(user, "<span class='notice'>You raise the ear flaps on the ushanka.</span>")
else
src.icon_state = "ushankadown"
src.item_state = "ushankadown"
earflaps = 1
to_chat(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|HIDESNOUT
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
/*
* Kitty ears
*/
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
color = "#999999"
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/kitty/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == SLOT_HEAD)
update_icon(user)
user.update_inv_head() //Color might have been changed by update_icon.
..()
/obj/item/clothing/head/kitty/update_icon(mob/living/carbon/human/user)
if(ishuman(user))
add_atom_colour("#[user.hair_color]", FIXED_COLOUR_PRIORITY)
/obj/item/clothing/head/kitty/genuine
desc = "A pair of kitty ears. A tag on the inside says \"Hand made from real cats.\""
/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, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on
dynamic_hair_suffix = ""
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|HIDESNOUT
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")
/obj/item/clothing/head/wig
name = "wig"
desc = "A bunch of hair without a head attached."
icon_state = ""
item_state = "pwig"
flags_inv = HIDEHAIR
var/hair_style = "Very Long Hair"
var/hair_color = "#000"
/obj/item/clothing/head/wig/Initialize(mapload)
. = ..()
update_icon()
/obj/item/clothing/head/wig/update_icon()
cut_overlays()
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
if(!S)
icon_state = "pwig"
else
var/mutable_appearance/M = mutable_appearance(S.icon,S.icon_state)
M.appearance_flags |= RESET_COLOR
M.color = hair_color
add_overlay(M)
/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
if(!S)
return
var/mutable_appearance/M = mutable_appearance(S.icon, S.icon_state,layer = -HAIR_LAYER)
M.appearance_flags |= RESET_COLOR
M.color = hair_color
. += M
/obj/item/clothing/head/wig/random/Initialize(mapload)
hair_style = pick(GLOB.hair_styles_list - "Bald") //Don't want invisible wig
hair_color = "#[random_short_color()]"
. = ..()
/obj/item/clothing/head/bronze
name = "bronze hat"
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"
flags_inv = HIDEEARS|HIDEHAIR
armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
/obj/item/clothing/head/foilhat
name = "tinfoil hat"
desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat."
icon_state = "foilhat"
item_state = "foilhat"
armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0)
equip_delay_other = 140
var/datum/brain_trauma/mild/phobia/paranoia
var/warped = FALSE
clothing_flags = IGNORE_HAT_TOSS
/obj/item/clothing/head/foilhat/Initialize(mapload)
. = ..()
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)
. = ..()
if(slot != SLOT_HEAD || warped)
return
if(paranoia)
QDEL_NULL(paranoia)
paranoia = new("conspiracies")
user.gain_trauma(paranoia, TRAUMA_RESILIENCE_MAGIC)
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))
var/mob/living/carbon/C = usr
if(src == C.head)
to_chat(C, "<span class='userdanger'>Why would you want to take this off? Do you want them to get into your mind?!</span>")
return
return ..()
/obj/item/clothing/head/foilhat/dropped(mob/user)
. = ..()
if(paranoia)
QDEL_NULL(paranoia)
/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."
warped = TRUE
if(!isliving(loc) || !paranoia)
return
var/mob/living/target = loc
if(target.get_item_by_slot(SLOT_HEAD) != src)
return
QDEL_NULL(paranoia)
if(!target.IsUnconscious())
to_chat(target, "<span class='warning'>Your zealous conspirationism rapidly dissipates as the donned hat warps up into a ruined mess. All those theories starting to sound like nothing but a ridicolous fanfare.</span>")
/obj/item/clothing/head/foilhat/attack_hand(mob/user)
if(!warped && iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.head)
to_chat(user, "<span class='userdanger'>Why would you want to take this off? Do you want them to get into your mind?!</span>")
return
return ..()
/obj/item/clothing/head/foilhat/microwave_act(obj/machinery/microwave/M)
. = ..()
if(!warped)
warp_up()
/obj/item/clothing/head/flakhelm //Actually the M1 Helmet
name = "flak helmet"
icon_state = "m1helm"
item_state = "helmet"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0.1, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = -15)
desc = "A dilapidated helmet used in ancient wars. This one is brittle and essentially useless. An ace of spades is tucked into the band around the outer shell."
pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny/spacenam //So you can stuff other things in the elastic band instead of it simply being a fluff thing.
//The "pocket" for the M1 helmet so you can tuck things into the elastic band
/datum/component/storage/concrete/pockets/tiny/spacenam
attack_hand_interact = TRUE //So you can actually see what you stuff in there
+142 -142
View File
@@ -1,142 +1,142 @@
/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, ismonkey(user)))
return
flip(user)
return TRUE
/obj/item/clothing/head/soft/proc/flip(mob/user)
if(!user.incapacitated())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
to_chat(user, "<span class='notice'>You flip the hat backwards.</span>")
else
icon_state = "[item_color]soft"
to_chat(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)
. = ..()
. += "<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, "fire" = 20, "acid" = 50)
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
/obj/item/clothing/head/soft/baseball
name = "baseball cap"
desc = "It's a robust baseball hat, this one belongs to syndicate major league team."
icon_state = "baseballsoft"
item_color = "baseballsoft"
item_state = "baseballsoft"
flags_inv = HIDEEYES|HIDEFACE
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)
strip_delay = 90 //You dont take a Major Leage cap
dog_fashion = null
/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, ismonkey(user)))
return
flip(user)
return TRUE
/obj/item/clothing/head/soft/proc/flip(mob/user)
if(!user.incapacitated())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
to_chat(user, "<span class='notice'>You flip the hat backwards.</span>")
else
icon_state = "[item_color]soft"
to_chat(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)
. = ..()
. += "<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, "fire" = 20, "acid" = 50)
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
/obj/item/clothing/head/soft/baseball
name = "baseball cap"
desc = "It's a robust baseball hat, this one belongs to syndicate major league team."
icon_state = "baseballsoft"
item_color = "baseballsoft"
item_state = "baseballsoft"
flags_inv = HIDEEYES|HIDEFACE
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)
strip_delay = 90 //You dont take a Major Leage cap
dog_fashion = null
+72 -72
View File
@@ -1,72 +1,72 @@
/obj/item/clothing/mask
name = "mask"
icon = 'icons/obj/clothing/masks.dmi'
body_parts_covered = HEAD
slot_flags = ITEM_SLOT_MASK
strip_delay = 40
equip_delay_other = 40
var/modifies_speech = FALSE
var/mask_adjusted = 0
var/adjusted_flags = null
/obj/item/clothing/mask/attack_self(mob/user)
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
TOGGLE_BITFIELD(clothing_flags, VOICEBOX_DISABLED)
var/status = !CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED)
to_chat(user, "<span class='notice'>You turn the voice box in [src] [status ? "on" : "off"].</span>")
/obj/item/clothing/mask/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_WEAR_MASK && modifies_speech)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/mask/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/mask/proc/handle_speech()
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_mask()
//Proc that moves gas/breath masks out of the way, disabling them and allowing pill/food consumption
/obj/item/clothing/mask/proc/adjustmask(mob/living/user)
if(user && user.incapacitated())
return
mask_adjusted = !mask_adjusted
if(!mask_adjusted)
src.icon_state = initial(icon_state)
gas_transfer_coefficient = initial(gas_transfer_coefficient)
permeability_coefficient = initial(permeability_coefficient)
clothing_flags |= visor_flags
flags_inv |= visor_flags_inv
flags_cover |= visor_flags_cover
to_chat(user, "<span class='notice'>You push \the [src] back into place.</span>")
slot_flags = initial(slot_flags)
else
icon_state += "_up"
to_chat(user, "<span class='notice'>You push \the [src] out of the way.</span>")
gas_transfer_coefficient = null
permeability_coefficient = null
clothing_flags &= ~visor_flags
flags_inv &= ~visor_flags_inv
flags_cover &= ~visor_flags_cover
if(adjusted_flags)
slot_flags = adjusted_flags
if(user)
user.wear_mask_update(src, toggle_off = mask_adjusted)
user.update_action_buttons_icon() //when mask is adjusted out, we update all buttons icon so the user's potential internal tank correctly shows as off.
/obj/item/clothing/mask
name = "mask"
icon = 'icons/obj/clothing/masks.dmi'
body_parts_covered = HEAD
slot_flags = ITEM_SLOT_MASK
strip_delay = 40
equip_delay_other = 40
var/modifies_speech = FALSE
var/mask_adjusted = 0
var/adjusted_flags = null
/obj/item/clothing/mask/attack_self(mob/user)
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
TOGGLE_BITFIELD(clothing_flags, VOICEBOX_DISABLED)
var/status = !CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED)
to_chat(user, "<span class='notice'>You turn the voice box in [src] [status ? "on" : "off"].</span>")
/obj/item/clothing/mask/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_WEAR_MASK && modifies_speech)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/mask/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/mask/proc/handle_speech()
/obj/item/clothing/mask/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_mask()
//Proc that moves gas/breath masks out of the way, disabling them and allowing pill/food consumption
/obj/item/clothing/mask/proc/adjustmask(mob/living/user)
if(user && user.incapacitated())
return
mask_adjusted = !mask_adjusted
if(!mask_adjusted)
src.icon_state = initial(icon_state)
gas_transfer_coefficient = initial(gas_transfer_coefficient)
permeability_coefficient = initial(permeability_coefficient)
clothing_flags |= visor_flags
flags_inv |= visor_flags_inv
flags_cover |= visor_flags_cover
to_chat(user, "<span class='notice'>You push \the [src] back into place.</span>")
slot_flags = initial(slot_flags)
else
icon_state += "_up"
to_chat(user, "<span class='notice'>You push \the [src] out of the way.</span>")
gas_transfer_coefficient = null
permeability_coefficient = null
clothing_flags &= ~visor_flags
flags_inv &= ~visor_flags_inv
flags_cover &= ~visor_flags_cover
if(adjusted_flags)
slot_flags = adjusted_flags
if(user)
user.wear_mask_update(src, toggle_off = mask_adjusted)
user.update_action_buttons_icon() //when mask is adjusted out, we update all buttons icon so the user's potential internal tank correctly shows as off.
+42 -42
View File
@@ -1,42 +1,42 @@
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "m_mask"
body_parts_covered = 0
clothing_flags = ALLOWINTERNALS
visor_flags = ALLOWINTERNALS
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.1
permeability_coefficient = 0.5
actions_types = list(/datum/action/item_action/adjust)
flags_cover = MASKCOVERSMOUTH
visor_flags_cover = MASKCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/breath/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src]'s tube around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/mask/breath/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/breath/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
adjustmask(user)
return TRUE
/obj/item/clothing/mask/breath/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click [src] to adjust it.</span>"
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "m_mask"
permeability_coefficient = 0.01
equip_delay_other = 10
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "m_mask"
body_parts_covered = 0
clothing_flags = ALLOWINTERNALS
visor_flags = ALLOWINTERNALS
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.1
permeability_coefficient = 0.5
actions_types = list(/datum/action/item_action/adjust)
flags_cover = MASKCOVERSMOUTH
visor_flags_cover = MASKCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/breath/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src]'s tube around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/mask/breath/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/breath/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
adjustmask(user)
return TRUE
/obj/item/clothing/mask/breath/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click [src] to adjust it.</span>"
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "m_mask"
permeability_coefficient = 0.01
equip_delay_other = 10
+203 -203
View File
@@ -1,203 +1,203 @@
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. While good for concealing your identity, it isn't good for blocking gas flow." //More accurate
icon_state = "gas_alt"
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
w_class = WEIGHT_CLASS_NORMAL
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/gas/glass
name = "glass gas mask"
desc = "A face-covering mask that can be connected to an air supply. This one doesn't obscure your face however." //More accurate
icon_state = "gas_clear"
flags_inv = HIDEEYES
// **** Welding gas mask ****
/obj/item/clothing/mask/gas/welding
name = "welding mask"
desc = "A gas mask with built-in welding goggles and a face shield. Looks like a skull - clearly designed by a nerd."
icon_state = "weldingmask"
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSEYES
visor_flags_inv = HIDEEYES
visor_flags_cover = MASKCOVERSEYES
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/welding/attack_self(mob/user)
weldingvisortoggle(user)
// ********************************************************************
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list("melee" = 0, "bullet" = 0, "laser" = 2,"energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "syndicate"
strip_delay = 60
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
clothing_flags = ALLOWINTERNALS
icon_state = "clown"
item_state = "clown_hat"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = /datum/dog_fashion/head/clown
/obj/item/clothing/mask/gas/clown_hat/ui_action_click(mob/user)
if(!istype(user) || user.incapacitated())
return
var/list/options = list()
options["True Form"] = "clown"
options["The Feminist"] = "sexyclown"
options["The Madman"] = "joker"
options["The Rainbow Color"] ="rainbow"
var/choice = input(user,"To what form do you wish to Morph this mask?","Morph Mask") in options
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(user, "<span class='notice'>Your Clown Mask has now morphed into [choice], all praise the Honkmother!</span>")
return 1
/obj/item/clothing/mask/gas/sexyclown
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
clothing_flags = ALLOWINTERNALS
icon_state = "sexyclown"
item_state = "sexyclown"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/mime
name = "mime mask"
desc = "The traditional mime's mask. It has an eerie facial posture."
clothing_flags = ALLOWINTERNALS
icon_state = "mime"
item_state = "mime"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
/obj/item/clothing/mask/gas/mime/ui_action_click(mob/user)
if(!istype(user) || user.incapacitated())
return
var/list/options = list()
options["Blanc"] = "mime"
options["Triste"] = "sadmime"
options["Effrayé"] = "scaredmime"
options["Excité"] ="sexymime"
var/choice = input(user,"To what form do you wish to Morph this mask?","Morph Mask") in options
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(user, "<span class='notice'>Your Mime Mask has now morphed into [choice]!</span>")
return 1
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
desc = "A mask used when acting as a monkey."
clothing_flags = ALLOWINTERNALS
icon_state = "monkeymask"
item_state = "monkeymask"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
desc = "A traditional female mime's mask."
clothing_flags = ALLOWINTERNALS
icon_state = "sexymime"
item_state = "sexymime"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/death_commando
name = "Death Commando Mask"
icon_state = "death_commando_mask"
item_state = "death_commando_mask"
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop."
icon_state = "death"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
clothing_flags = ALLOWINTERNALS
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/carp
name = "carp mask"
desc = "Gnash gnash."
icon_state = "carp_mask"
/obj/item/clothing/mask/gas/tiki_mask
name = "tiki mask"
desc = "A creepy wooden mask. Surprisingly expressive for a poorly carved bit of wood."
icon_state = "tiki_eyebrow"
item_state = "tiki_eyebrow"
resistance_flags = FLAMMABLE
max_integrity = 100
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = null
/obj/item/clothing/mask/gas/tiki_mask/ui_action_click(mob/user)
var/mob/M = usr
var/list/options = list()
options["Original Tiki"] = "tiki_eyebrow"
options["Happy Tiki"] = "tiki_happy"
options["Confused Tiki"] = "tiki_confused"
options["Angry Tiki"] ="tiki_angry"
var/choice = input(M,"To what form do you wish to change this mask?","Morph Mask") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(M, "The Tiki Mask has now changed into the [choice] Mask!")
return 1
/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. While good for concealing your identity, it isn't good for blocking gas flow." //More accurate
icon_state = "gas_alt"
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
w_class = WEIGHT_CLASS_NORMAL
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/gas/glass
name = "glass gas mask"
desc = "A face-covering mask that can be connected to an air supply. This one doesn't obscure your face however." //More accurate
icon_state = "gas_clear"
flags_inv = HIDEEYES
// **** Welding gas mask ****
/obj/item/clothing/mask/gas/welding
name = "welding mask"
desc = "A gas mask with built-in welding goggles and a face shield. Looks like a skull - clearly designed by a nerd."
icon_state = "weldingmask"
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2
tint = 2
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSEYES
visor_flags_inv = HIDEEYES
visor_flags_cover = MASKCOVERSEYES
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/welding/attack_self(mob/user)
weldingvisortoggle(user)
// ********************************************************************
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list("melee" = 0, "bullet" = 0, "laser" = 2,"energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "syndicate"
strip_delay = 60
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
clothing_flags = ALLOWINTERNALS
icon_state = "clown"
item_state = "clown_hat"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = /datum/dog_fashion/head/clown
/obj/item/clothing/mask/gas/clown_hat/ui_action_click(mob/user)
if(!istype(user) || user.incapacitated())
return
var/list/options = list()
options["True Form"] = "clown"
options["The Feminist"] = "sexyclown"
options["The Madman"] = "joker"
options["The Rainbow Color"] ="rainbow"
var/choice = input(user,"To what form do you wish to Morph this mask?","Morph Mask") in options
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(user, "<span class='notice'>Your Clown Mask has now morphed into [choice], all praise the Honkmother!</span>")
return 1
/obj/item/clothing/mask/gas/sexyclown
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
clothing_flags = ALLOWINTERNALS
icon_state = "sexyclown"
item_state = "sexyclown"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/mime
name = "mime mask"
desc = "The traditional mime's mask. It has an eerie facial posture."
clothing_flags = ALLOWINTERNALS
icon_state = "mime"
item_state = "mime"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
/obj/item/clothing/mask/gas/mime/ui_action_click(mob/user)
if(!istype(user) || user.incapacitated())
return
var/list/options = list()
options["Blanc"] = "mime"
options["Triste"] = "sadmime"
options["Effrayé"] = "scaredmime"
options["Excité"] ="sexymime"
var/choice = input(user,"To what form do you wish to Morph this mask?","Morph Mask") in options
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(user, "<span class='notice'>Your Mime Mask has now morphed into [choice]!</span>")
return 1
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
desc = "A mask used when acting as a monkey."
clothing_flags = ALLOWINTERNALS
icon_state = "monkeymask"
item_state = "monkeymask"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
desc = "A traditional female mime's mask."
clothing_flags = ALLOWINTERNALS
icon_state = "sexymime"
item_state = "sexymime"
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/death_commando
name = "Death Commando Mask"
icon_state = "death_commando_mask"
item_state = "death_commando_mask"
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop."
icon_state = "death"
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
clothing_flags = ALLOWINTERNALS
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
/obj/item/clothing/mask/gas/carp
name = "carp mask"
desc = "Gnash gnash."
icon_state = "carp_mask"
/obj/item/clothing/mask/gas/tiki_mask
name = "tiki mask"
desc = "A creepy wooden mask. Surprisingly expressive for a poorly carved bit of wood."
icon_state = "tiki_eyebrow"
item_state = "tiki_eyebrow"
resistance_flags = FLAMMABLE
max_integrity = 100
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = null
/obj/item/clothing/mask/gas/tiki_mask/ui_action_click(mob/user)
var/mob/M = usr
var/list/options = list()
options["Original Tiki"] = "tiki_eyebrow"
options["Happy Tiki"] = "tiki_happy"
options["Confused Tiki"] = "tiki_confused"
options["Angry Tiki"] ="tiki_angry"
var/choice = input(M,"To what form do you wish to change this mask?","Morph Mask") in options
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
user.update_inv_wear_mask()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
to_chat(M, "The Tiki Mask has now changed into the [choice] Mask!")
return 1
+321 -321
View File
@@ -1,321 +1,321 @@
/obj/item/clothing/mask/muzzle
name = "muzzle"
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "blindfold"
flags_cover = MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.9
equip_delay_other = 20
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/muzzle/attack_paw(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.wear_mask)
to_chat(user, "<span class='warning'>You need help taking this off!</span>")
return
..()
/obj/item/clothing/mask/surgical
name = "sterile mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
w_class = WEIGHT_CLASS_TINY
flags_inv = HIDEFACE
flags_cover = MASKCOVERSMOUTH
visor_flags_inv = HIDEFACE
visor_flags_cover = MASKCOVERSMOUTH
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.01
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 25, "rad" = 0, "fire" = 0, "acid" = 0)
actions_types = list(/datum/action/item_action/adjust)
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/surgical/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/fakemoustache
name = "fake moustache"
desc = "Warning: moustache is fake."
icon_state = "fake-moustache"
flags_inv = HIDEFACE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/fakemoustache/italian
name = "italian moustache"
desc = "Made from authentic Italian moustache hairs. Gives the wearer an irresistable urge to gesticulate wildly."
modifies_speech = TRUE
/obj/item/clothing/mask/fakemoustache/italian/handle_speech(datum/source, list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = " [message]"
var/list/italian_words = strings("italian_replacement.json", "italian")
for(var/key in italian_words)
var/value = italian_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(3))
message += pick(" Ravioli, ravioli, give me the formuoli!"," Mamma-mia!"," Mamma-mia! That's a spicy meat-ball!", " La la la la la funiculi funicula!")
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/mask/joy
name = "joy mask"
desc = "Express your happiness or hide your sorrows with this laughing face with crying tears of joy cutout."
icon_state = "joy"
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/pig
name = "pig mask"
desc = "A rubber pig mask with a builtin voice modulator."
icon_state = "pig"
item_state = "pig"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
clothing_flags = VOICEBOX_TOGGLABLE
w_class = WEIGHT_CLASS_SMALL
modifies_speech = TRUE
/obj/item/clothing/mask/pig/handle_speech(datum/source, list/speech_args)
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
speech_args[SPEECH_MESSAGE] = pick("Oink!","Squeeeeeeee!","Oink Oink!")
/obj/item/clothing/mask/pig/cursed //needs to be different otherwise you could turn the speedmodification off and on
name = "Pig face"
desc = "It looks like a mask, but closer inspection reveals it's melded onto this persons face!" //It's only ever going to be attached to your face.
flags_inv = HIDEFACIALHAIR
clothing_flags = NONE
/obj/item/clothing/mask/pig/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
playsound(get_turf(src), 'sound/magic/pighead_curse.ogg', 50, 1)
///frog mask - reeee!!
/obj/item/clothing/mask/frog
name = "frog mask"
desc = "An ancient mask carved in the shape of a frog.<br> Sanity is like gravity, all it needs is a push."
icon_state = "frog"
item_state = "frog"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
clothing_flags = VOICEBOX_TOGGLABLE
modifies_speech = TRUE
/obj/item/clothing/mask/frog/handle_speech(datum/source, list/speech_args) //whenever you speak
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
if(prob(5)) //sometimes, the angry spirit finds others words to speak.
speech_args[SPEECH_MESSAGE] = pick("HUUUUU!!","SMOOOOOKIN'!!","Hello my baby, hello my honey, hello my rag-time gal.", "Feels bad, man.", "GIT DIS GUY OFF ME!!" ,"SOMEBODY STOP ME!!", "NORMIES, GET OUT!!")
else
speech_args[SPEECH_MESSAGE] = pick("Ree!!", "Reee!!","REEE!!","REEEEE!!") //but its usually just angry gibberish,
/obj/item/clothing/mask/frog/cursed
clothing_flags = NONE
/obj/item/clothing/mask/frog/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
/obj/item/clothing/mask/frog/cursed/equipped(mob/user, slot)
var/mob/living/carbon/C = user
if(C.wear_mask == src && HAS_TRAIT_FROM(src, TRAIT_NODROP, CURSED_ITEM_TRAIT))
to_chat(user, "<span class='userdanger'><B>[src] was cursed! Ree!!</B></span>")
return ..()
/obj/item/clothing/mask/cowmask
name = "Cow mask with a builtin voice modulator."
desc = "A rubber cow mask,"
icon = 'icons/mob/mask.dmi'
icon_state = "cowmask"
item_state = "cowmask"
clothing_flags = VOICEBOX_TOGGLABLE
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
modifies_speech = TRUE
/obj/item/clothing/mask/cowmask/handle_speech(datum/source, list/speech_args)
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
speech_args[SPEECH_MESSAGE] = pick("Moooooooo!","Moo!","Moooo!")
/obj/item/clothing/mask/cowmask/cursed
name = "cow face"
desc = "It looks like a cow mask, but closer inspection reveals it's melded onto this persons face!"
flags_inv = HIDEFACIALHAIR
clothing_flags = NONE
/obj/item/clothing/mask/cowmask/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
playsound(get_turf(src), 'sound/magic/cowhead_curse.ogg', 50, 1)
/obj/item/clothing/mask/horsehead
name = "horse head mask"
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
icon_state = "horsehead"
item_state = "horsehead"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEYES|HIDEEARS
w_class = WEIGHT_CLASS_SMALL
clothing_flags = VOICEBOX_TOGGLABLE
/obj/item/clothing/mask/horsehead/handle_speech(datum/source, list/speech_args)
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
speech_args[SPEECH_MESSAGE] = pick("NEEIIGGGHHHH!", "NEEEIIIIGHH!", "NEIIIGGHH!", "HAAWWWWW!", "HAAAWWW!")
/obj/item/clothing/mask/horsehead/cursed
name = "horse face"
desc = "It initially looks like a mask, but it's melded into the poor person's face."
clothing_flags = NONE
flags_inv = HIDEFACIALHAIR
/obj/item/clothing/mask/horsehead/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
playsound(get_turf(src), 'sound/magic/horsehead_curse.ogg', 50, 1)
/obj/item/clothing/mask/rat
name = "rat mask"
desc = "A mask made of soft vinyl and latex, representing the head of a rat."
icon_state = "rat"
item_state = "rat"
flags_inv = HIDEFACE
flags_cover = MASKCOVERSMOUTH
/obj/item/clothing/mask/rat/fox
name = "fox mask"
desc = "A mask made of soft vinyl and latex, representing the head of a fox."
icon_state = "fox"
item_state = "fox"
/obj/item/clothing/mask/rat/bee
name = "bee mask"
desc = "A mask made of soft vinyl and latex, representing the head of a bee."
icon_state = "bee"
item_state = "bee"
/obj/item/clothing/mask/rat/bear
name = "bear mask"
desc = "A mask made of soft vinyl and latex, representing the head of a bear."
icon_state = "bear"
item_state = "bear"
/obj/item/clothing/mask/rat/bat
name = "bat mask"
desc = "A mask made of soft vinyl and latex, representing the head of a bat."
icon_state = "bat"
item_state = "bat"
/obj/item/clothing/mask/rat/raven
name = "raven mask"
desc = "A mask made of soft vinyl and latex, representing the head of a raven."
icon_state = "raven"
item_state = "raven"
/obj/item/clothing/mask/rat/jackal
name = "jackal mask"
desc = "A mask made of soft vinyl and latex, representing the head of a jackal."
icon_state = "jackal"
item_state = "jackal"
/obj/item/clothing/mask/rat/tribal
name = "tribal mask"
desc = "A mask carved out of wood, detailed carefully by hand."
icon_state = "bumba"
item_state = "bumba"
/obj/item/clothing/mask/bandana
name = "botany bandana"
desc = "A fine bandana with nanotech lining and a hydroponics pattern."
w_class = WEIGHT_CLASS_TINY
flags_cover = MASKCOVERSMOUTH
flags_inv = HIDEFACE|HIDEFACIALHAIR
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
slot_flags = ITEM_SLOT_MASK
adjusted_flags = ITEM_SLOT_HEAD
icon_state = "bandbotany"
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/bandana/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/bandana/red
name = "red bandana"
desc = "A fine red bandana with nanotech lining."
icon_state = "bandred"
/obj/item/clothing/mask/bandana/blue
name = "blue bandana"
desc = "A fine blue bandana with nanotech lining."
icon_state = "bandblue"
/obj/item/clothing/mask/bandana/green
name = "green bandana"
desc = "A fine green bandana with nanotech lining."
icon_state = "bandgreen"
/obj/item/clothing/mask/bandana/gold
name = "gold bandana"
desc = "A fine gold bandana with nanotech lining."
icon_state = "bandgold"
/obj/item/clothing/mask/bandana/black
name = "black bandana"
desc = "A fine black bandana with nanotech lining."
icon_state = "bandblack"
/obj/item/clothing/mask/bandana/skull
name = "skull bandana"
desc = "A fine black bandana with nanotech lining and a skull emblem."
icon_state = "bandskull"
/obj/item/clothing/mask/mummy
name = "mummy mask"
desc = "Ancient bandages."
icon_state = "mummy_mask"
item_state = "mummy_mask"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/mask/scarecrow
name = "sack mask"
desc = "A burlap sack with eyeholes."
icon_state = "scarecrow_sack"
item_state = "scarecrow_sack"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/mask/gondola
name = "gondola mask"
desc = "Genuine gondola fur."
icon_state = "gondola"
item_state = "gondola"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
modifies_speech = TRUE
/obj/item/clothing/mask/gondola/handle_speech(datum/source, list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = " [message]"
var/list/spurdo_words = strings("spurdo_replacement.json", "spurdo")
for(var/key in spurdo_words)
var/value = spurdo_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message,regex(uppertext(key),"g"), "[uppertext(value)]")
message = replacetextEx(message,regex(capitalize(key),"g"), "[capitalize(value)]")
message = replacetextEx(message,regex(key,"g"), "[value]")
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/mask/bandana/durathread
name = "durathread bandana"
desc = "A bandana made from durathread, you wish it would provide some protection to its wearer, but it's far too thin..."
icon_state = "banddurathread"
/obj/item/clothing/mask/muzzle
name = "muzzle"
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "blindfold"
flags_cover = MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.9
equip_delay_other = 20
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/muzzle/attack_paw(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.wear_mask)
to_chat(user, "<span class='warning'>You need help taking this off!</span>")
return
..()
/obj/item/clothing/mask/surgical
name = "sterile mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
w_class = WEIGHT_CLASS_TINY
flags_inv = HIDEFACE
flags_cover = MASKCOVERSMOUTH
visor_flags_inv = HIDEFACE
visor_flags_cover = MASKCOVERSMOUTH
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.01
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 25, "rad" = 0, "fire" = 0, "acid" = 0)
actions_types = list(/datum/action/item_action/adjust)
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/surgical/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/fakemoustache
name = "fake moustache"
desc = "Warning: moustache is fake."
icon_state = "fake-moustache"
flags_inv = HIDEFACE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/fakemoustache/italian
name = "italian moustache"
desc = "Made from authentic Italian moustache hairs. Gives the wearer an irresistable urge to gesticulate wildly."
modifies_speech = TRUE
/obj/item/clothing/mask/fakemoustache/italian/handle_speech(datum/source, list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = " [message]"
var/list/italian_words = strings("italian_replacement.json", "italian")
for(var/key in italian_words)
var/value = italian_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(3))
message += pick(" Ravioli, ravioli, give me the formuoli!"," Mamma-mia!"," Mamma-mia! That's a spicy meat-ball!", " La la la la la funiculi funicula!")
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/mask/joy
name = "joy mask"
desc = "Express your happiness or hide your sorrows with this laughing face with crying tears of joy cutout."
icon_state = "joy"
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/pig
name = "pig mask"
desc = "A rubber pig mask with a builtin voice modulator."
icon_state = "pig"
item_state = "pig"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
clothing_flags = VOICEBOX_TOGGLABLE
w_class = WEIGHT_CLASS_SMALL
modifies_speech = TRUE
/obj/item/clothing/mask/pig/handle_speech(datum/source, list/speech_args)
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
speech_args[SPEECH_MESSAGE] = pick("Oink!","Squeeeeeeee!","Oink Oink!")
/obj/item/clothing/mask/pig/cursed //needs to be different otherwise you could turn the speedmodification off and on
name = "Pig face"
desc = "It looks like a mask, but closer inspection reveals it's melded onto this persons face!" //It's only ever going to be attached to your face.
flags_inv = HIDEFACIALHAIR
clothing_flags = NONE
/obj/item/clothing/mask/pig/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
playsound(get_turf(src), 'sound/magic/pighead_curse.ogg', 50, 1)
///frog mask - reeee!!
/obj/item/clothing/mask/frog
name = "frog mask"
desc = "An ancient mask carved in the shape of a frog.<br> Sanity is like gravity, all it needs is a push."
icon_state = "frog"
item_state = "frog"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
clothing_flags = VOICEBOX_TOGGLABLE
modifies_speech = TRUE
/obj/item/clothing/mask/frog/handle_speech(datum/source, list/speech_args) //whenever you speak
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
if(prob(5)) //sometimes, the angry spirit finds others words to speak.
speech_args[SPEECH_MESSAGE] = pick("HUUUUU!!","SMOOOOOKIN'!!","Hello my baby, hello my honey, hello my rag-time gal.", "Feels bad, man.", "GIT DIS GUY OFF ME!!" ,"SOMEBODY STOP ME!!", "NORMIES, GET OUT!!")
else
speech_args[SPEECH_MESSAGE] = pick("Ree!!", "Reee!!","REEE!!","REEEEE!!") //but its usually just angry gibberish,
/obj/item/clothing/mask/frog/cursed
clothing_flags = NONE
/obj/item/clothing/mask/frog/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
/obj/item/clothing/mask/frog/cursed/equipped(mob/user, slot)
var/mob/living/carbon/C = user
if(C.wear_mask == src && HAS_TRAIT_FROM(src, TRAIT_NODROP, CURSED_ITEM_TRAIT))
to_chat(user, "<span class='userdanger'><B>[src] was cursed! Ree!!</B></span>")
return ..()
/obj/item/clothing/mask/cowmask
name = "Cow mask with a builtin voice modulator."
desc = "A rubber cow mask,"
icon = 'icons/mob/mask.dmi'
icon_state = "cowmask"
item_state = "cowmask"
clothing_flags = VOICEBOX_TOGGLABLE
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
modifies_speech = TRUE
/obj/item/clothing/mask/cowmask/handle_speech(datum/source, list/speech_args)
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
speech_args[SPEECH_MESSAGE] = pick("Moooooooo!","Moo!","Moooo!")
/obj/item/clothing/mask/cowmask/cursed
name = "cow face"
desc = "It looks like a cow mask, but closer inspection reveals it's melded onto this persons face!"
flags_inv = HIDEFACIALHAIR
clothing_flags = NONE
/obj/item/clothing/mask/cowmask/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
playsound(get_turf(src), 'sound/magic/cowhead_curse.ogg', 50, 1)
/obj/item/clothing/mask/horsehead
name = "horse head mask"
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
icon_state = "horsehead"
item_state = "horsehead"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEYES|HIDEEARS
w_class = WEIGHT_CLASS_SMALL
clothing_flags = VOICEBOX_TOGGLABLE
/obj/item/clothing/mask/horsehead/handle_speech(datum/source, list/speech_args)
if(!CHECK_BITFIELD(clothing_flags, VOICEBOX_DISABLED))
speech_args[SPEECH_MESSAGE] = pick("NEEIIGGGHHHH!", "NEEEIIIIGHH!", "NEIIIGGHH!", "HAAWWWWW!", "HAAAWWW!")
/obj/item/clothing/mask/horsehead/cursed
name = "horse face"
desc = "It initially looks like a mask, but it's melded into the poor person's face."
clothing_flags = NONE
flags_inv = HIDEFACIALHAIR
/obj/item/clothing/mask/horsehead/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_MASK_TRAIT)
playsound(get_turf(src), 'sound/magic/horsehead_curse.ogg', 50, 1)
/obj/item/clothing/mask/rat
name = "rat mask"
desc = "A mask made of soft vinyl and latex, representing the head of a rat."
icon_state = "rat"
item_state = "rat"
flags_inv = HIDEFACE
flags_cover = MASKCOVERSMOUTH
/obj/item/clothing/mask/rat/fox
name = "fox mask"
desc = "A mask made of soft vinyl and latex, representing the head of a fox."
icon_state = "fox"
item_state = "fox"
/obj/item/clothing/mask/rat/bee
name = "bee mask"
desc = "A mask made of soft vinyl and latex, representing the head of a bee."
icon_state = "bee"
item_state = "bee"
/obj/item/clothing/mask/rat/bear
name = "bear mask"
desc = "A mask made of soft vinyl and latex, representing the head of a bear."
icon_state = "bear"
item_state = "bear"
/obj/item/clothing/mask/rat/bat
name = "bat mask"
desc = "A mask made of soft vinyl and latex, representing the head of a bat."
icon_state = "bat"
item_state = "bat"
/obj/item/clothing/mask/rat/raven
name = "raven mask"
desc = "A mask made of soft vinyl and latex, representing the head of a raven."
icon_state = "raven"
item_state = "raven"
/obj/item/clothing/mask/rat/jackal
name = "jackal mask"
desc = "A mask made of soft vinyl and latex, representing the head of a jackal."
icon_state = "jackal"
item_state = "jackal"
/obj/item/clothing/mask/rat/tribal
name = "tribal mask"
desc = "A mask carved out of wood, detailed carefully by hand."
icon_state = "bumba"
item_state = "bumba"
/obj/item/clothing/mask/bandana
name = "botany bandana"
desc = "A fine bandana with nanotech lining and a hydroponics pattern."
w_class = WEIGHT_CLASS_TINY
flags_cover = MASKCOVERSMOUTH
flags_inv = HIDEFACE|HIDEFACIALHAIR
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
slot_flags = ITEM_SLOT_MASK
adjusted_flags = ITEM_SLOT_HEAD
icon_state = "bandbotany"
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/mask/bandana/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/bandana/red
name = "red bandana"
desc = "A fine red bandana with nanotech lining."
icon_state = "bandred"
/obj/item/clothing/mask/bandana/blue
name = "blue bandana"
desc = "A fine blue bandana with nanotech lining."
icon_state = "bandblue"
/obj/item/clothing/mask/bandana/green
name = "green bandana"
desc = "A fine green bandana with nanotech lining."
icon_state = "bandgreen"
/obj/item/clothing/mask/bandana/gold
name = "gold bandana"
desc = "A fine gold bandana with nanotech lining."
icon_state = "bandgold"
/obj/item/clothing/mask/bandana/black
name = "black bandana"
desc = "A fine black bandana with nanotech lining."
icon_state = "bandblack"
/obj/item/clothing/mask/bandana/skull
name = "skull bandana"
desc = "A fine black bandana with nanotech lining and a skull emblem."
icon_state = "bandskull"
/obj/item/clothing/mask/mummy
name = "mummy mask"
desc = "Ancient bandages."
icon_state = "mummy_mask"
item_state = "mummy_mask"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/mask/scarecrow
name = "sack mask"
desc = "A burlap sack with eyeholes."
icon_state = "scarecrow_sack"
item_state = "scarecrow_sack"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/mask/gondola
name = "gondola mask"
desc = "Genuine gondola fur."
icon_state = "gondola"
item_state = "gondola"
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
modifies_speech = TRUE
/obj/item/clothing/mask/gondola/handle_speech(datum/source, list/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
message = " [message]"
var/list/spurdo_words = strings("spurdo_replacement.json", "spurdo")
for(var/key in spurdo_words)
var/value = spurdo_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message,regex(uppertext(key),"g"), "[uppertext(value)]")
message = replacetextEx(message,regex(capitalize(key),"g"), "[capitalize(value)]")
message = replacetextEx(message,regex(key,"g"), "[value]")
speech_args[SPEECH_MESSAGE] = trim(message)
/obj/item/clothing/mask/bandana/durathread
name = "durathread bandana"
desc = "A bandana made from durathread, you wish it would provide some protection to its wearer, but it's far too thin..."
icon_state = "banddurathread"
+101 -101
View File
@@ -1,101 +1,101 @@
/obj/item/clothing/shoes
name = "shoes"
icon = 'icons/obj/clothing/shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0
body_parts_covered = FEET
slot_flags = ITEM_SLOT_FEET
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
var/blood_state = BLOOD_STATE_NOT_BLOODY
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
mutantrace_variation = STYLE_DIGITIGRADE
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()
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
user.visible_message("<span class='suicide'>[user] begins tying \the [src] up waaay too tightly! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/obj/item/bodypart/l_leg = user.get_bodypart(BODY_ZONE_L_LEG)
var/obj/item/bodypart/r_leg = user.get_bodypart(BODY_ZONE_R_LEG)
if(l_leg)
l_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
if(r_leg)
r_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return BRUTELOSS
else//didnt realize this suicide act existed (was in miscellaneous.dm) and didnt want to remove it, so made it a 50/50 chance. Why not!
user.visible_message("<span class='suicide'>[user] is bashing [user.p_their()] own head in with [src]! Ain't that a kick in the head?</span>")
for(var/i = 0, i < 3, i++)
sleep(3)
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, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
var/bloody = FALSE
if(blood_DNA)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/feet_digi.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
if(offset && slot_flags & slotdefine2slotbit(slot))
user.pixel_y += offset
worn_y_dimension -= (offset * 2)
user.update_inv_shoes()
equipped_before_drop = TRUE
/obj/item/clothing/shoes/proc/restore_offsets(mob/user)
equipped_before_drop = FALSE
user.pixel_y -= offset
worn_y_dimension = world.icon_size
/obj/item/clothing/shoes/dropped(mob/user)
if(offset && equipped_before_drop)
restore_offsets(user)
. = ..()
/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/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
/obj/item/clothing/shoes
name = "shoes"
icon = 'icons/obj/clothing/shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0
body_parts_covered = FEET
slot_flags = ITEM_SLOT_FEET
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
var/blood_state = BLOOD_STATE_NOT_BLOODY
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
mutantrace_variation = STYLE_DIGITIGRADE
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()
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
user.visible_message("<span class='suicide'>[user] begins tying \the [src] up waaay too tightly! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/obj/item/bodypart/l_leg = user.get_bodypart(BODY_ZONE_L_LEG)
var/obj/item/bodypart/r_leg = user.get_bodypart(BODY_ZONE_R_LEG)
if(l_leg)
l_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
if(r_leg)
r_leg.dismember()
playsound(user,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return BRUTELOSS
else//didnt realize this suicide act existed (was in miscellaneous.dm) and didnt want to remove it, so made it a 50/50 chance. Why not!
user.visible_message("<span class='suicide'>[user] is bashing [user.p_their()] own head in with [src]! Ain't that a kick in the head?</span>")
for(var/i = 0, i < 3, i++)
sleep(3)
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, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
var/bloody = FALSE
if(blood_DNA)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
var/file2use = style_flags & STYLE_DIGITIGRADE ? 'icons/mob/feet_digi.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
if(offset && slot_flags & slotdefine2slotbit(slot))
user.pixel_y += offset
worn_y_dimension -= (offset * 2)
user.update_inv_shoes()
equipped_before_drop = TRUE
/obj/item/clothing/shoes/proc/restore_offsets(mob/user)
equipped_before_drop = FALSE
user.pixel_y -= offset
worn_y_dimension = world.icon_size
/obj/item/clothing/shoes/dropped(mob/user)
if(offset && equipped_before_drop)
restore_offsets(user)
. = ..()
/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/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
+59 -59
View File
@@ -1,59 +1,59 @@
/obj/item/clothing/shoes/magboots
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
var/magboot_state = "magboots"
var/magpulse = 0
var/slowdown_active = 2
permeability_coefficient = 0.05
actions_types = list(/datum/action/item_action/toggle)
strip_delay = 70
equip_delay_other = 70
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/magboots/verb/toggle()
set name = "Toggle Magboots"
set category = "Object"
set src in usr
if(!can_use(usr))
return
attack_self(usr)
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(magpulse)
clothing_flags &= ~NOSLIP
slowdown = SHOES_SLOWDOWN
else
clothing_flags |= NOSLIP
slowdown = slowdown_active
magpulse = !magpulse
icon_state = "[magboot_state][magpulse]"
to_chat(user, "<span class='notice'>You [magpulse ? "enable" : "disable"] the mag-pulse traction system.</span>")
user.update_inv_shoes() //so our mob-overlays update
user.update_gravity(user.has_gravity())
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/shoes/magboots/negates_gravity()
return clothing_flags & NOSLIP
/obj/item/clothing/shoes/magboots/examine(mob/user)
. = ..()
. += "Its mag-pulse traction system appears to be [magpulse ? "enabled" : "disabled"]."
/obj/item/clothing/shoes/magboots/advance
desc = "Advanced magnetic boots that have a lighter magnetic pull, placing less burden on the wearer."
name = "advanced magboots"
icon_state = "advmag0"
magboot_state = "advmag"
slowdown_active = SHOES_SLOWDOWN
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/magboots/syndie
desc = "Reverse-engineered magnetic boots that have a heavy magnetic pull. Property of Gorlex Marauders."
name = "blood-red magboots"
icon_state = "syndiemag0"
magboot_state = "syndiemag"
/obj/item/clothing/shoes/magboots
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
var/magboot_state = "magboots"
var/magpulse = 0
var/slowdown_active = 2
permeability_coefficient = 0.05
actions_types = list(/datum/action/item_action/toggle)
strip_delay = 70
equip_delay_other = 70
resistance_flags = FIRE_PROOF
/obj/item/clothing/shoes/magboots/verb/toggle()
set name = "Toggle Magboots"
set category = "Object"
set src in usr
if(!can_use(usr))
return
attack_self(usr)
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(magpulse)
clothing_flags &= ~NOSLIP
slowdown = SHOES_SLOWDOWN
else
clothing_flags |= NOSLIP
slowdown = slowdown_active
magpulse = !magpulse
icon_state = "[magboot_state][magpulse]"
to_chat(user, "<span class='notice'>You [magpulse ? "enable" : "disable"] the mag-pulse traction system.</span>")
user.update_inv_shoes() //so our mob-overlays update
user.update_gravity(user.has_gravity())
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/shoes/magboots/negates_gravity()
return clothing_flags & NOSLIP
/obj/item/clothing/shoes/magboots/examine(mob/user)
. = ..()
. += "Its mag-pulse traction system appears to be [magpulse ? "enabled" : "disabled"]."
/obj/item/clothing/shoes/magboots/advance
desc = "Advanced magnetic boots that have a lighter magnetic pull, placing less burden on the wearer."
name = "advanced magboots"
icon_state = "advmag0"
magboot_state = "advmag"
slowdown_active = SHOES_SLOWDOWN
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/shoes/magboots/syndie
desc = "Reverse-engineered magnetic boots that have a heavy magnetic pull. Property of Gorlex Marauders."
name = "blood-red magboots"
icon_state = "syndiemag0"
magboot_state = "syndiemag"
@@ -355,3 +355,13 @@
name = "blue leg wraps"
desc = "Ankle coverings. Hang ten, brother."
icon_state = "bluecuffs"
/obj/item/clothing/shoes/cowboyboots
name = "cowboy boots"
desc = "A standard pair of brown cowboy boots."
icon_state = "cowboyboots"
/obj/item/clothing/shoes/cowboyboots/black
name = "black cowboy boots"
desc = "A pair of black cowboy boots, pretty easy to scuff up."
icon_state = "cowboyboots_black"
+49 -49
View File
@@ -1,49 +1,49 @@
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
/obj/item/clothing/head/helmet/space
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
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)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
flash_protect = 2
strip_delay = 50
equip_delay_other = 50
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
dog_fashion = null
mutantrace_variation = STYLE_MUZZLE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/clothing/suit/space
name = "space suit"
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
icon_state = "spaceold"
item_state = "s_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
strip_delay = 80
equip_delay_other = 80
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //rated for cosmic radation :honk:
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
/obj/item/clothing/head/helmet/space
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
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)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
flash_protect = 2
strip_delay = 50
equip_delay_other = 50
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
dog_fashion = null
mutantrace_variation = STYLE_MUZZLE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/clothing/suit/space
name = "space suit"
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
icon_state = "spaceold"
item_state = "s_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
strip_delay = 80
equip_delay_other = 80
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //rated for cosmic radation :honk:
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
+444 -444
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@@ -1,444 +1,444 @@
//miscellaneous spacesuits
/*
Contains:
- Captain's spacesuit
- Death squad's hardsuit
- SWAT suit
- Officer's beret/spacesuit
- NASA Voidsuit
- Father Christmas' magical clothes
- Pirate's spacesuit
- ERT hardsuit: Command, Sec, Engi, Med
- ERT High Alarm - Command, Sec, Engi, Med
- EVA spacesuit
- Freedom's spacesuit (freedom from vacuum's oppression)
- Carp hardsuit
*/
//Death squad armored space suits, not hardsuits!
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad
name = "MK.III SWAT Helmet"
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad/attack_self(mob/user)
return
/obj/item/clothing/suit/space/hardsuit/deathsquad
name = "MK.III SWAT Suit"
desc = "A prototype designed to replace the ageing MK.II SWAT suit. Based on the streamlined MK.II model, the traditional ceramic and graphene plate construction was replaced with plasteel, allowing superior armor against most threats. There's room for some kind of energy projection device on the back."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad
dog_fashion = /datum/dog_fashion/back/deathsquad
//NEW SWAT suit
/obj/item/clothing/suit/space/swat
name = "MK.I SWAT Suit"
desc = "A tactical space suit first developed in a joint effort by the defunct IS-ERI and Nanotrasen in 20XX for military space operations. A tried and true workhorse, it is very difficult to move in but offers robust protection against all threats!"
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/head/helmet/space/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
icon_state = "beret_badge"
dynamic_hair_suffix = "+generic"
dynamic_fhair_suffix = "+generic"
flags_inv = 0
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = NONE
/obj/item/clothing/suit/space/officer
name = "officer's jacket"
desc = "An armored, space-proof jacket used in special operations."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
slowdown = 0
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE
//NASA Voidsuit
/obj/item/clothing/head/helmet/space/nasavoid
name = "NASA Void Helmet"
desc = "An old, NASA CentCom branch designed, dark red space suit helmet."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid
name = "NASA Voidsuit"
icon_state = "void"
item_state = "void"
desc = "An old, NASA CentCom branch designed, dark red space suit."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/head/helmet/space/nasavoid/old
name = "Engineering Void Helmet"
desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid/old
name = "Engineering Voidsuit"
icon_state = "void"
item_state = "void"
desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags_cover = HEADCOVERSEYES
mutantrace_variation = NONE
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/suit/space/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
allowed = list(/obj/item) //for stuffing exta special presents
mutantrace_variation = STYLE_DIGITIGRADE
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "royal tricorne"
desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar."
icon_state = "pirate"
item_state = "pirate"
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
flags_inv = HIDEHAIR
strip_delay = 40
equip_delay_other = 20
flags_cover = HEADCOVERSEYES
mutantrace_variation = NONE
/obj/item/clothing/head/helmet/space/pirate/bandana
name = "royal bandana"
desc = "A space-proof bandanna crafted with reflective kevlar."
icon_state = "bandana"
item_state = "bandana"
mutantrace_variation = NONE
/obj/item/clothing/suit/space/pirate
name = "royal waistcoat "
desc = "A royal, space-proof waistcoat. The inside of it is lined with reflective kevlar."
icon_state = "pirate"
item_state = "pirate"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = 0
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
strip_delay = 40
equip_delay_other = 20
mutantrace_variation = STYLE_DIGITIGRADE
//Emergency Response Team suits
/obj/item/clothing/head/helmet/space/hardsuit/ert
name = "emergency response unit helmet"
desc = "Standard issue command helmet for the ERT."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
brightness_on = 7
resistance_flags = ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/ert/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/ert
name = "emergency response team suit"
desc = "Standard issue command suit for the ERT."
icon_state = "ert_command"
item_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
slowdown = 0
strip_delay = 130
resistance_flags = ACID_PROOF
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/sec
desc = "Standard issue security helmet for the ERT."
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
/obj/item/clothing/suit/space/hardsuit/ert/sec
desc = "Standard issue security suit for the ERT."
icon_state = "ert_security"
item_state = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/engi
desc = "Standard issue engineer helmet for the ERT."
icon_state = "hardsuit0-ert_engineer"
item_state = "hardsuit0-ert_engineer"
item_color = "ert_engineer"
/obj/item/clothing/suit/space/hardsuit/ert/engi
desc = "Standard issue engineer suit for the ERT."
icon_state = "ert_engineer"
item_state = "ert_engineer"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/med
desc = "Standard issue medical helmet for the ERT."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
/obj/item/clothing/suit/space/hardsuit/ert/med
desc = "Standard issue medical suit for the ERT."
icon_state = "ert_medical"
item_state = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med
species_exception = list(/datum/species/angel)
//Red alert ERT
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert
name = "emergency response unit helmet"
desc = "Red alert command helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_commander-alert"
item_state = "hardsuit0-ert_commander-alert"
item_color = "ert_commander-alert"
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
brightness_on = 8
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/alert
name = "emergency response team suit"
desc = "Red alert command suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_command-alert"
item_state = "ert_command-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec
desc = "Red alert security helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_security-alert"
item_state = "hardsuit0-ert_security-alert"
item_color = "ert_security-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/sec
desc = "Red alert security suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_security-alert"
item_state = "ert_security-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi
desc = "Red alert engineer helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_engineer-alert"
item_state = "hardsuit0-ert_engineer-alert"
item_color = "ert_engineer-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/engi
desc = "Red alert engineer suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_engineer-alert"
item_state = "ert_engineer-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med
desc = "Red alert medical helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_medical-alert"
item_state = "hardsuit0-ert_medical-alert"
item_color = "ert_medical-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/med
desc = "Red alert medical suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_medical-alert"
item_state = "ert_medical-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med
species_exception = list(/datum/species/angel)
/obj/item/clothing/suit/space/eva
name = "EVA suit"
icon_state = "space"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
icon_state = "space"
item_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
item_state = "griffinhat"
armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
mutantrace_variation = NONE
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
icon_state = "freedom"
item_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
slowdown = 0
mutantrace_variation = STYLE_DIGITIGRADE
//Carpsuit, bestsuit, lovesuit
/obj/item/clothing/head/helmet/space/hardsuit/carp
name = "carp helmet"
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
item_state = "syndicate"
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy as a space carp
brightness_on = 0 //luminosity when on
actions_types = list()
mutantrace_variation = NONE
/obj/item/clothing/head/helmet/space/hardsuit/carp/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/carp
name = "carp space suit"
desc = "A slimming piece of dubious space carp technology, you suspect it won't stand up to hand-to-hand blows."
icon_state = "carp_suit"
item_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/automatic/speargun) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
name = "paranormal response unit helmet"
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-prt"
item_state = "hardsuit0-prt"
item_color = "knight_grey"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
resistance_flags = FIRE_PROOF
mutantrace_variation = NONE
/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."
icon_state = "knight_grey"
item_state = "knight_grey"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inq"
item_state = "hardsuit-inq"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's helmet"
icon_state = "hardsuit0-inq"
item_state = "hardsuit0-inq"
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker
name = "champion's hardsuit"
desc = "Voices echo from the hardsuit, driving the user insane."
icon_state = "hardsuit-beserker"
item_state = "hardsuit-beserker"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
name = "champion's helmet"
desc = "Peering into the eyes of the helmet is enough to seal damnation."
icon_state = "hardsuit0-beserker"
item_state = "hardsuit0-beserker"
/obj/item/clothing/head/helmet/space/fragile
name = "emergency space helmet"
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
name = "emergency space suit"
desc = "A bulky, air-tight suit meant to protect the user during emergency situations. It doesn't look very durable."
var/torn = FALSE
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 2
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!torn && prob(50))
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
clothing_flags &= ~STOPSPRESSUREDAMAGE
name = "torn [src]."
desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
torn = TRUE
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1)
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
//miscellaneous spacesuits
/*
Contains:
- Captain's spacesuit
- Death squad's hardsuit
- SWAT suit
- Officer's beret/spacesuit
- NASA Voidsuit
- Father Christmas' magical clothes
- Pirate's spacesuit
- ERT hardsuit: Command, Sec, Engi, Med
- ERT High Alarm - Command, Sec, Engi, Med
- EVA spacesuit
- Freedom's spacesuit (freedom from vacuum's oppression)
- Carp hardsuit
*/
//Death squad armored space suits, not hardsuits!
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad
name = "MK.III SWAT Helmet"
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad/attack_self(mob/user)
return
/obj/item/clothing/suit/space/hardsuit/deathsquad
name = "MK.III SWAT Suit"
desc = "A prototype designed to replace the ageing MK.II SWAT suit. Based on the streamlined MK.II model, the traditional ceramic and graphene plate construction was replaced with plasteel, allowing superior armor against most threats. There's room for some kind of energy projection device on the back."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad
dog_fashion = /datum/dog_fashion/back/deathsquad
//NEW SWAT suit
/obj/item/clothing/suit/space/swat
name = "MK.I SWAT Suit"
desc = "A tactical space suit first developed in a joint effort by the defunct IS-ERI and Nanotrasen in 20XX for military space operations. A tried and true workhorse, it is very difficult to move in but offers robust protection against all threats!"
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/head/helmet/space/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
icon_state = "beret_badge"
dynamic_hair_suffix = "+generic"
dynamic_fhair_suffix = "+generic"
flags_inv = 0
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = NONE
/obj/item/clothing/suit/space/officer
name = "officer's jacket"
desc = "An armored, space-proof jacket used in special operations."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
slowdown = 0
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE
//NASA Voidsuit
/obj/item/clothing/head/helmet/space/nasavoid
name = "NASA Void Helmet"
desc = "An old, NASA CentCom branch designed, dark red space suit helmet."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid
name = "NASA Voidsuit"
icon_state = "void"
item_state = "void"
desc = "An old, NASA CentCom branch designed, dark red space suit."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/head/helmet/space/nasavoid/old
name = "Engineering Void Helmet"
desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid/old
name = "Engineering Voidsuit"
icon_state = "void"
item_state = "void"
desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags_cover = HEADCOVERSEYES
mutantrace_variation = NONE
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/suit/space/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
allowed = list(/obj/item) //for stuffing exta special presents
mutantrace_variation = STYLE_DIGITIGRADE
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "royal tricorne"
desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar."
icon_state = "pirate"
item_state = "pirate"
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
flags_inv = HIDEHAIR
strip_delay = 40
equip_delay_other = 20
flags_cover = HEADCOVERSEYES
mutantrace_variation = NONE
/obj/item/clothing/head/helmet/space/pirate/bandana
name = "royal bandana"
desc = "A space-proof bandanna crafted with reflective kevlar."
icon_state = "bandana"
item_state = "bandana"
mutantrace_variation = NONE
/obj/item/clothing/suit/space/pirate
name = "royal waistcoat "
desc = "A royal, space-proof waistcoat. The inside of it is lined with reflective kevlar."
icon_state = "pirate"
item_state = "pirate"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = 0
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
strip_delay = 40
equip_delay_other = 20
mutantrace_variation = STYLE_DIGITIGRADE
//Emergency Response Team suits
/obj/item/clothing/head/helmet/space/hardsuit/ert
name = "emergency response unit helmet"
desc = "Standard issue command helmet for the ERT."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
brightness_on = 7
resistance_flags = ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/ert/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/ert
name = "emergency response team suit"
desc = "Standard issue command suit for the ERT."
icon_state = "ert_command"
item_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
slowdown = 0
strip_delay = 130
resistance_flags = ACID_PROOF
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/sec
desc = "Standard issue security helmet for the ERT."
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
/obj/item/clothing/suit/space/hardsuit/ert/sec
desc = "Standard issue security suit for the ERT."
icon_state = "ert_security"
item_state = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/engi
desc = "Standard issue engineer helmet for the ERT."
icon_state = "hardsuit0-ert_engineer"
item_state = "hardsuit0-ert_engineer"
item_color = "ert_engineer"
/obj/item/clothing/suit/space/hardsuit/ert/engi
desc = "Standard issue engineer suit for the ERT."
icon_state = "ert_engineer"
item_state = "ert_engineer"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/med
desc = "Standard issue medical helmet for the ERT."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
/obj/item/clothing/suit/space/hardsuit/ert/med
desc = "Standard issue medical suit for the ERT."
icon_state = "ert_medical"
item_state = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med
species_exception = list(/datum/species/angel)
//Red alert ERT
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert
name = "emergency response unit helmet"
desc = "Red alert command helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_commander-alert"
item_state = "hardsuit0-ert_commander-alert"
item_color = "ert_commander-alert"
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
brightness_on = 8
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/alert
name = "emergency response team suit"
desc = "Red alert command suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_command-alert"
item_state = "ert_command-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec
desc = "Red alert security helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_security-alert"
item_state = "hardsuit0-ert_security-alert"
item_color = "ert_security-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/sec
desc = "Red alert security suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_security-alert"
item_state = "ert_security-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi
desc = "Red alert engineer helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_engineer-alert"
item_state = "hardsuit0-ert_engineer-alert"
item_color = "ert_engineer-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/engi
desc = "Red alert engineer suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_engineer-alert"
item_state = "ert_engineer-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med
desc = "Red alert medical helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_medical-alert"
item_state = "hardsuit0-ert_medical-alert"
item_color = "ert_medical-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/med
desc = "Red alert medical suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_medical-alert"
item_state = "ert_medical-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med
species_exception = list(/datum/species/angel)
/obj/item/clothing/suit/space/eva
name = "EVA suit"
icon_state = "space"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
icon_state = "space"
item_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
item_state = "griffinhat"
armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
mutantrace_variation = NONE
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
icon_state = "freedom"
item_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
slowdown = 0
mutantrace_variation = STYLE_DIGITIGRADE
//Carpsuit, bestsuit, lovesuit
/obj/item/clothing/head/helmet/space/hardsuit/carp
name = "carp helmet"
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
item_state = "syndicate"
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy as a space carp
brightness_on = 0 //luminosity when on
actions_types = list()
mutantrace_variation = NONE
/obj/item/clothing/head/helmet/space/hardsuit/carp/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/carp
name = "carp space suit"
desc = "A slimming piece of dubious space carp technology, you suspect it won't stand up to hand-to-hand blows."
icon_state = "carp_suit"
item_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/automatic/speargun) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
name = "paranormal response unit helmet"
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-prt"
item_state = "hardsuit0-prt"
item_color = "knight_grey"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
resistance_flags = FIRE_PROOF
mutantrace_variation = NONE
/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."
icon_state = "knight_grey"
item_state = "knight_grey"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inq"
item_state = "hardsuit-inq"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's helmet"
icon_state = "hardsuit0-inq"
item_state = "hardsuit0-inq"
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker
name = "champion's hardsuit"
desc = "Voices echo from the hardsuit, driving the user insane."
icon_state = "hardsuit-beserker"
item_state = "hardsuit-beserker"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
name = "champion's helmet"
desc = "Peering into the eyes of the helmet is enough to seal damnation."
icon_state = "hardsuit0-beserker"
item_state = "hardsuit0-beserker"
/obj/item/clothing/head/helmet/space/fragile
name = "emergency space helmet"
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
name = "emergency space suit"
desc = "A bulky, air-tight suit meant to protect the user during emergency situations. It doesn't look very durable."
var/torn = FALSE
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 2
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!torn && prob(50))
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
clothing_flags &= ~STOPSPRESSUREDAMAGE
name = "torn [src]."
desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
torn = TRUE
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1)
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
+149 -149
View File
@@ -1,149 +1,149 @@
//Regular syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate
name = "red space helmet"
icon_state = "syndicate"
item_state = "syndicate"
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
mutantrace_variation = STYLE_DIGITIGRADE
//Green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green
name = "green space helmet"
icon_state = "syndicate-helm-green"
item_state = "syndicate-helm-green"
/obj/item/clothing/suit/space/syndicate/green
name = "green space suit"
icon_state = "syndicate-green"
item_state = "syndicate-green"
//Dark green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green/dark
name = "dark green space helmet"
icon_state = "syndicate-helm-green-dark"
item_state = "syndicate-helm-green-dark"
/obj/item/clothing/suit/space/syndicate/green/dark
name = "dark green space suit"
icon_state = "syndicate-green-dark"
item_state = "syndicate-green-dark"
//Orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/orange
name = "orange space helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/syndicate/orange
name = "orange space suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/blue
name = "blue space helmet"
icon_state = "syndicate-helm-blue"
item_state = "syndicate-helm-blue"
/obj/item/clothing/suit/space/syndicate/blue
name = "blue space suit"
icon_state = "syndicate-blue"
item_state = "syndicate-blue"
//Black syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black
name = "black space helmet"
icon_state = "syndicate-helm-black"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black
name = "black space suit"
icon_state = "syndicate-black"
item_state = "syndicate-black"
//Black-green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/green
name = "black space helmet"
icon_state = "syndicate-helm-black-green"
item_state = "syndicate-helm-black-green"
/obj/item/clothing/suit/space/syndicate/black/green
name = "black and green space suit"
icon_state = "syndicate-black-green"
item_state = "syndicate-black-green"
//Black-blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/blue
name = "black space helmet"
icon_state = "syndicate-helm-black-blue"
item_state = "syndicate-helm-black-blue"
/obj/item/clothing/suit/space/syndicate/black/blue
name = "black and blue space suit"
icon_state = "syndicate-black-blue"
item_state = "syndicate-black-blue"
//Black medical syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/med
name = "black space helmet"
icon_state = "syndicate-helm-black-med"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/med
name = "green space suit"
icon_state = "syndicate-black-med"
item_state = "syndicate-black"
//Black-orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/orange
name = "black space helmet"
icon_state = "syndicate-helm-black-orange"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/orange
name = "black and orange space suit"
icon_state = "syndicate-black-orange"
item_state = "syndicate-black"
//Black-red syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/red
name = "black space helmet"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
/obj/item/clothing/suit/space/syndicate/black/red
name = "black and red space suit"
icon_state = "syndicate-black-red"
item_state = "syndicate-black-red"
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Black with yellow/red engineering syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/engie
name = "black space helmet"
icon_state = "syndicate-helm-black-engie"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/engie
name = "black engineering space suit"
icon_state = "syndicate-black-engie"
item_state = "syndicate-black"
//Regular syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate
name = "red space helmet"
icon_state = "syndicate"
item_state = "syndicate"
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
mutantrace_variation = STYLE_DIGITIGRADE
//Green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green
name = "green space helmet"
icon_state = "syndicate-helm-green"
item_state = "syndicate-helm-green"
/obj/item/clothing/suit/space/syndicate/green
name = "green space suit"
icon_state = "syndicate-green"
item_state = "syndicate-green"
//Dark green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/green/dark
name = "dark green space helmet"
icon_state = "syndicate-helm-green-dark"
item_state = "syndicate-helm-green-dark"
/obj/item/clothing/suit/space/syndicate/green/dark
name = "dark green space suit"
icon_state = "syndicate-green-dark"
item_state = "syndicate-green-dark"
//Orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/orange
name = "orange space helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/syndicate/orange
name = "orange space suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/blue
name = "blue space helmet"
icon_state = "syndicate-helm-blue"
item_state = "syndicate-helm-blue"
/obj/item/clothing/suit/space/syndicate/blue
name = "blue space suit"
icon_state = "syndicate-blue"
item_state = "syndicate-blue"
//Black syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black
name = "black space helmet"
icon_state = "syndicate-helm-black"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black
name = "black space suit"
icon_state = "syndicate-black"
item_state = "syndicate-black"
//Black-green syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/green
name = "black space helmet"
icon_state = "syndicate-helm-black-green"
item_state = "syndicate-helm-black-green"
/obj/item/clothing/suit/space/syndicate/black/green
name = "black and green space suit"
icon_state = "syndicate-black-green"
item_state = "syndicate-black-green"
//Black-blue syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/blue
name = "black space helmet"
icon_state = "syndicate-helm-black-blue"
item_state = "syndicate-helm-black-blue"
/obj/item/clothing/suit/space/syndicate/black/blue
name = "black and blue space suit"
icon_state = "syndicate-black-blue"
item_state = "syndicate-black-blue"
//Black medical syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/med
name = "black space helmet"
icon_state = "syndicate-helm-black-med"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/med
name = "green space suit"
icon_state = "syndicate-black-med"
item_state = "syndicate-black"
//Black-orange syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/orange
name = "black space helmet"
icon_state = "syndicate-helm-black-orange"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/orange
name = "black and orange space suit"
icon_state = "syndicate-black-orange"
item_state = "syndicate-black"
//Black-red syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/red
name = "black space helmet"
icon_state = "syndicate-helm-black-red"
item_state = "syndicate-helm-black-red"
/obj/item/clothing/suit/space/syndicate/black/red
name = "black and red space suit"
icon_state = "syndicate-black-red"
item_state = "syndicate-black-red"
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Black with yellow/red engineering syndicate space suit
/obj/item/clothing/head/helmet/space/syndicate/black/engie
name = "black space helmet"
icon_state = "syndicate-helm-black-engie"
item_state = "syndicate-helm-black"
/obj/item/clothing/suit/space/syndicate/black/engie
name = "black engineering space suit"
icon_state = "syndicate-black-engie"
item_state = "syndicate-black"
+34 -34
View File
@@ -1,34 +1,34 @@
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = ..()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
var/file2use = (style_flags & STYLE_ALL_TAURIC) ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "[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
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = ..()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
var/file2use = (style_flags & STYLE_ALL_TAURIC) ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/blood.dmi'
. += mutable_appearance(file2use, "[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
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
+90 -90
View File
@@ -1,90 +1,90 @@
//Biosuit complete with shoes (in the item sprite)
/obj/item/clothing/head/bio_hood
name = "bio hood"
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
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
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/suit/bio_suit
name = "bio suit"
desc = "A suit that protects against biological contamination."
icon_state = "bio"
item_state = "bio_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 1
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/pen, /obj/item/flashlight/pen, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
strip_delay = 70
equip_delay_other = 70
resistance_flags = ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
icon_state = "bio_general"
/obj/item/clothing/suit/bio_suit/general
icon_state = "bio_general"
//Virology biosuit, green stripe
/obj/item/clothing/head/bio_hood/virology
icon_state = "bio_virology"
/obj/item/clothing/suit/bio_suit/virology
icon_state = "bio_virology"
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
//Janitor's biosuit, grey with purple arms
/obj/item/clothing/head/bio_hood/janitor
icon_state = "bio_janitor"
/obj/item/clothing/suit/bio_suit/janitor
icon_state = "bio_janitor"
//Scientist's biosuit, white with a pink-ish hue
/obj/item/clothing/head/bio_hood/scientist
icon_state = "bio_scientist"
/obj/item/clothing/suit/bio_suit/scientist
icon_state = "bio_scientist"
//CMO's biosuit, blue stripe
/obj/item/clothing/suit/bio_suit/cmo
icon_state = "bio_cmo"
/obj/item/clothing/head/bio_hood/cmo
icon_state = "bio_cmo"
//Plague Dr mask can be found in clothing/masks/gasmask.dm
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
name = "plague doctor suit"
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
icon_state = "plaguedoctor"
item_state = "bio_suit"
strip_delay = 40
equip_delay_other = 20
//Biosuit complete with shoes (in the item sprite)
/obj/item/clothing/head/bio_hood
name = "bio hood"
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
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
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/suit/bio_suit
name = "bio suit"
desc = "A suit that protects against biological contamination."
icon_state = "bio"
item_state = "bio_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 1
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/pen, /obj/item/flashlight/pen, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
strip_delay = 70
equip_delay_other = 70
resistance_flags = ACID_PROOF
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
icon_state = "bio_general"
/obj/item/clothing/suit/bio_suit/general
icon_state = "bio_general"
//Virology biosuit, green stripe
/obj/item/clothing/head/bio_hood/virology
icon_state = "bio_virology"
/obj/item/clothing/suit/bio_suit/virology
icon_state = "bio_virology"
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
icon_state = "bio_security"
//Janitor's biosuit, grey with purple arms
/obj/item/clothing/head/bio_hood/janitor
icon_state = "bio_janitor"
/obj/item/clothing/suit/bio_suit/janitor
icon_state = "bio_janitor"
//Scientist's biosuit, white with a pink-ish hue
/obj/item/clothing/head/bio_hood/scientist
icon_state = "bio_scientist"
/obj/item/clothing/suit/bio_suit/scientist
icon_state = "bio_scientist"
//CMO's biosuit, blue stripe
/obj/item/clothing/suit/bio_suit/cmo
icon_state = "bio_cmo"
/obj/item/clothing/head/bio_hood/cmo
icon_state = "bio_cmo"
//Plague Dr mask can be found in clothing/masks/gasmask.dm
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
name = "plague doctor suit"
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
icon_state = "plaguedoctor"
item_state = "bio_suit"
strip_delay = 40
equip_delay_other = 20
+219 -219
View File
@@ -1,219 +1,219 @@
/*
* Job related
*/
//Botanist
/obj/item/clothing/suit/apron
name = "apron"
desc = "A basic blue apron."
icon_state = "apron"
item_state = "apron"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/reagent_containers/spray/plantbgone, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator, /obj/item/reagent_containers/spray/pestspray, /obj/item/hatchet, /obj/item/storage/bag/plants)
//Captain
/obj/item/clothing/suit/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
icon_state = "captunic"
item_state = "bio_suit"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/assembly/flash/handheld, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
//Chaplain
/obj/item/clothing/suit/chaplain
name = "chaplain suit"
desc = "A piece of clothing adorned by the gods of Coding. Should never exist in this mortal realm."
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
/obj/item/clothing/suit/chaplain/nun
name = "nun robe"
desc = "Maximum piety in this star system."
icon_state = "nun"
item_state = "nun"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/chaplain/studentuni
name = "student robe"
desc = "The uniform of a bygone institute of learning."
icon_state = "studentuni"
item_state = "studentuni"
body_parts_covered = ARMS|CHEST
/obj/item/clothing/suit/chaplain/witchhunter
name = "witchunter garb"
desc = "This worn outfit saw much use back in the day."
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/chaplain/pharaoh
name = "pharaoh tunic"
desc = "Lavish space tomb not included."
icon_state = "pharaoh"
icon_state = "pharaoh"
body_parts_covered = CHEST|GROIN
/obj/item/clothing/suit/chaplain/holidaypriest
name = "holiday priest"
desc = "This is a nice holiday, my son."
icon_state = "holidaypriest"
item_state = "w_suit"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
//Chef
/obj/item/clothing/suit/toggle/chef
name = "chef's apron"
desc = "An apron-jacket used by a high class chef."
icon_state = "chef"
item_state = "chef"
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.5
body_parts_covered = CHEST|GROIN|ARMS
allowed = list(/obj/item/kitchen)
togglename = "sleeves"
//Cook
/obj/item/clothing/suit/apron/chef
name = "cook's apron"
desc = "A basic, dull, white chef's apron."
icon_state = "apronchef"
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/kitchen)
//Detective
/obj/item/clothing/suit/det_suit
name = "trenchcoat"
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/det_suit/Initialize()
. = ..()
allowed = GLOB.detective_vest_allowed
/obj/item/clothing/suit/det_suit/grey
name = "noir trenchcoat"
desc = "A hard-boiled private investigator's grey trenchcoat."
icon_state = "greydet"
item_state = "greydet"
//Engineering
/obj/item/clothing/suit/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/radio)
resistance_flags = NONE
//Lawyer
/obj/item/clothing/suit/toggle/lawyer
name = "blue suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue"
item_state = "suitjacket_blue"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
togglename = "buttons"
/obj/item/clothing/suit/toggle/lawyer/purple
name = "purple suit jacket"
desc = "A foppish dress jacket."
icon_state = "suitjacket_purp"
item_state = "suitjacket_purp"
/obj/item/clothing/suit/toggle/lawyer/black
name = "black suit jacket"
desc = "A professional suit jacket."
icon_state = "suitjacket_black"
item_state = "ro_suit"
/obj/item/clothing/suit/toggle/lawyer/black/syndie
desc = "A snappy dress jacket. Suspiciously has no tags or branding."
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40)
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
body_parts_covered = NONE
//Security
/obj/item/clothing/suit/security/officer
name = "security officer's jacket"
desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor."
icon_state = "officerbluejacket"
item_state = "officerbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/warden
name = "warden's jacket"
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
icon_state = "wardenbluejacket"
item_state = "wardenbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/hos
name = "head of security's jacket"
desc = "This piece of clothing was specifically designed for asserting superior authority."
icon_state = "hosbluejacket"
item_state = "hosbluejacket"
body_parts_covered = CHEST|ARMS
//Surgeon
/obj/item/clothing/suit/apron/surgical
name = "surgical apron"
desc = "A sterile blue surgical apron."
icon_state = "surgical"
allowed = list(/obj/item/scalpel, /obj/item/surgical_drapes, /obj/item/cautery, /obj/item/hemostat, /obj/item/retractor)
//Curator
/obj/item/clothing/suit/curator
name = "treasure hunter's coat"
desc = "Both fashionable and lightly armoured, this jacket is favoured by treasure hunters the galaxy over."
icon_state = "curator"
item_state = "curator"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/tank/internals, /obj/item/melee/curator_whip)
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
cold_protection = CHEST|ARMS
heat_protection = CHEST|ARMS
//Robotocist
/obj/item/clothing/suit/hooded/techpriest
name = "techpriest robes"
desc = "For those who REALLY love their toasters."
icon_state = "techpriest"
item_state = "techpriest"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/techpriest
mutantrace_variation = NONE
/obj/item/clothing/head/hooded/techpriest
name = "techpriest's hood"
desc = "A hood for those who REALLY love their toasters."
icon_state = "techpriesthood"
item_state = "techpriesthood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEEARS
mutantrace_variation = STYLE_MUZZLE
/*
* Job related
*/
//Botanist
/obj/item/clothing/suit/apron
name = "apron"
desc = "A basic blue apron."
icon_state = "apron"
item_state = "apron"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/reagent_containers/spray/plantbgone, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator, /obj/item/reagent_containers/spray/pestspray, /obj/item/hatchet, /obj/item/storage/bag/plants)
//Captain
/obj/item/clothing/suit/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
icon_state = "captunic"
item_state = "bio_suit"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/assembly/flash/handheld, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
//Chaplain
/obj/item/clothing/suit/chaplain
name = "chaplain suit"
desc = "A piece of clothing adorned by the gods of Coding. Should never exist in this mortal realm."
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
/obj/item/clothing/suit/chaplain/nun
name = "nun robe"
desc = "Maximum piety in this star system."
icon_state = "nun"
item_state = "nun"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
flags_inv = HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/chaplain/studentuni
name = "student robe"
desc = "The uniform of a bygone institute of learning."
icon_state = "studentuni"
item_state = "studentuni"
body_parts_covered = ARMS|CHEST
/obj/item/clothing/suit/chaplain/witchhunter
name = "witchunter garb"
desc = "This worn outfit saw much use back in the day."
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/chaplain/pharaoh
name = "pharaoh tunic"
desc = "Lavish space tomb not included."
icon_state = "pharaoh"
icon_state = "pharaoh"
body_parts_covered = CHEST|GROIN
/obj/item/clothing/suit/chaplain/holidaypriest
name = "holiday priest"
desc = "This is a nice holiday, my son."
icon_state = "holidaypriest"
item_state = "w_suit"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
//Chef
/obj/item/clothing/suit/toggle/chef
name = "chef's apron"
desc = "An apron-jacket used by a high class chef."
icon_state = "chef"
item_state = "chef"
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.5
body_parts_covered = CHEST|GROIN|ARMS
allowed = list(/obj/item/kitchen)
togglename = "sleeves"
//Cook
/obj/item/clothing/suit/apron/chef
name = "cook's apron"
desc = "A basic, dull, white chef's apron."
icon_state = "apronchef"
item_state = "apronchef"
blood_overlay_type = "armor"
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/kitchen)
//Detective
/obj/item/clothing/suit/det_suit
name = "trenchcoat"
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/det_suit/Initialize()
. = ..()
allowed = GLOB.detective_vest_allowed
/obj/item/clothing/suit/det_suit/grey
name = "noir trenchcoat"
desc = "A hard-boiled private investigator's grey trenchcoat."
icon_state = "greydet"
item_state = "greydet"
//Engineering
/obj/item/clothing/suit/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/radio)
resistance_flags = NONE
//Lawyer
/obj/item/clothing/suit/toggle/lawyer
name = "blue suit jacket"
desc = "A snappy dress jacket."
icon_state = "suitjacket_blue"
item_state = "suitjacket_blue"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
togglename = "buttons"
/obj/item/clothing/suit/toggle/lawyer/purple
name = "purple suit jacket"
desc = "A foppish dress jacket."
icon_state = "suitjacket_purp"
item_state = "suitjacket_purp"
/obj/item/clothing/suit/toggle/lawyer/black
name = "black suit jacket"
desc = "A professional suit jacket."
icon_state = "suitjacket_black"
item_state = "ro_suit"
/obj/item/clothing/suit/toggle/lawyer/black/syndie
desc = "A snappy dress jacket. Suspiciously has no tags or branding."
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40)
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
body_parts_covered = NONE
//Security
/obj/item/clothing/suit/security/officer
name = "security officer's jacket"
desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor."
icon_state = "officerbluejacket"
item_state = "officerbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/warden
name = "warden's jacket"
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
icon_state = "wardenbluejacket"
item_state = "wardenbluejacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/security/hos
name = "head of security's jacket"
desc = "This piece of clothing was specifically designed for asserting superior authority."
icon_state = "hosbluejacket"
item_state = "hosbluejacket"
body_parts_covered = CHEST|ARMS
//Surgeon
/obj/item/clothing/suit/apron/surgical
name = "surgical apron"
desc = "A sterile blue surgical apron."
icon_state = "surgical"
allowed = list(/obj/item/scalpel, /obj/item/surgical_drapes, /obj/item/cautery, /obj/item/hemostat, /obj/item/retractor)
//Curator
/obj/item/clothing/suit/curator
name = "treasure hunter's coat"
desc = "Both fashionable and lightly armoured, this jacket is favoured by treasure hunters the galaxy over."
icon_state = "curator"
item_state = "curator"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/tank/internals, /obj/item/melee/curator_whip)
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
cold_protection = CHEST|ARMS
heat_protection = CHEST|ARMS
//Robotocist
/obj/item/clothing/suit/hooded/techpriest
name = "techpriest robes"
desc = "For those who REALLY love their toasters."
icon_state = "techpriest"
item_state = "techpriest"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/techpriest
mutantrace_variation = NONE
/obj/item/clothing/head/hooded/techpriest
name = "techpriest's hood"
desc = "A hood for those who REALLY love their toasters."
icon_state = "techpriesthood"
item_state = "techpriesthood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEEARS
mutantrace_variation = STYLE_MUZZLE
+70 -70
View File
@@ -1,70 +1,70 @@
/obj/item/clothing/suit/toggle/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills."
icon_state = "labcoat"
item_state = "labcoat"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(
/obj/item/analyzer,
/obj/item/stack/medical,
/obj/item/dnainjector,
/obj/item/reagent_containers/dropper,
/obj/item/reagent_containers/syringe,
/obj/item/reagent_containers/hypospray,
/obj/item/hypospray/mkii,
/obj/item/healthanalyzer,
/obj/item/flashlight/pen,
/obj/item/reagent_containers/glass/bottle,
/obj/item/reagent_containers/glass/beaker,
/obj/item/reagent_containers/pill,
/obj/item/storage/pill_bottle,
/obj/item/paper,
/obj/item/melee/classic_baton/telescopic,
/obj/item/soap,
/obj/item/sensor_device,
/obj/item/tank/internals/emergency_oxygen,
/obj/item/tank/internals/plasmaman
)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50)
togglename = "buttons"
species_exception = list(/datum/species/golem)
/obj/item/clothing/suit/toggle/labcoat/cmo
name = "chief medical officer's labcoat"
desc = "Bluer than the standard model."
icon_state = "labcoat_cmo"
item_state = "labcoat_cmo"
/obj/item/clothing/suit/toggle/labcoat/emt
name = "\improper EMT's jacket"
desc = "A dark blue jacket with reflective strips for emergency medical technicians."
icon_state = "labcoat_emt"
item_state = "labcoat_cmo"
/obj/item/clothing/suit/toggle/labcoat/mad
name = "\proper The Mad's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labgreen"
item_state = "labgreen"
/obj/item/clothing/suit/toggle/labcoat/genetics
name = "geneticist labcoat"
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
icon_state = "labcoat_gen"
/obj/item/clothing/suit/toggle/labcoat/chemist
name = "chemist labcoat"
desc = "A suit that protects against minor chemical spills. Has an orange stripe on the shoulder."
icon_state = "labcoat_chem"
/obj/item/clothing/suit/toggle/labcoat/virologist
name = "virologist labcoat"
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
icon_state = "labcoat_vir"
/obj/item/clothing/suit/toggle/labcoat/science
name = "scientist labcoat"
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
icon_state = "labcoat_tox"
/obj/item/clothing/suit/toggle/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills."
icon_state = "labcoat"
item_state = "labcoat"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(
/obj/item/analyzer,
/obj/item/stack/medical,
/obj/item/dnainjector,
/obj/item/reagent_containers/dropper,
/obj/item/reagent_containers/syringe,
/obj/item/reagent_containers/hypospray,
/obj/item/hypospray/mkii,
/obj/item/healthanalyzer,
/obj/item/flashlight/pen,
/obj/item/reagent_containers/glass/bottle,
/obj/item/reagent_containers/glass/beaker,
/obj/item/reagent_containers/pill,
/obj/item/storage/pill_bottle,
/obj/item/paper,
/obj/item/melee/classic_baton/telescopic,
/obj/item/soap,
/obj/item/sensor_device,
/obj/item/tank/internals/emergency_oxygen,
/obj/item/tank/internals/plasmaman
)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50)
togglename = "buttons"
species_exception = list(/datum/species/golem)
/obj/item/clothing/suit/toggle/labcoat/cmo
name = "chief medical officer's labcoat"
desc = "Bluer than the standard model."
icon_state = "labcoat_cmo"
item_state = "labcoat_cmo"
/obj/item/clothing/suit/toggle/labcoat/emt
name = "\improper EMT's jacket"
desc = "A dark blue jacket with reflective strips for emergency medical technicians."
icon_state = "labcoat_emt"
item_state = "labcoat_cmo"
/obj/item/clothing/suit/toggle/labcoat/mad
name = "\proper The Mad's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labgreen"
item_state = "labgreen"
/obj/item/clothing/suit/toggle/labcoat/genetics
name = "geneticist labcoat"
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
icon_state = "labcoat_gen"
/obj/item/clothing/suit/toggle/labcoat/chemist
name = "chemist labcoat"
desc = "A suit that protects against minor chemical spills. Has an orange stripe on the shoulder."
icon_state = "labcoat_chem"
/obj/item/clothing/suit/toggle/labcoat/virologist
name = "virologist labcoat"
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
icon_state = "labcoat_vir"
/obj/item/clothing/suit/toggle/labcoat/science
name = "scientist labcoat"
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
icon_state = "labcoat_tox"
File diff suppressed because it is too large Load Diff
+157 -157
View File
@@ -1,157 +1,157 @@
/*
* Contains:
* Fire protection
* Bomb protection
* Radiation protection
*/
/*
* Fire protection
*/
/obj/item/clothing/suit/fire
name = "emergency firesuit"
desc = "A suit that helps protect against fire and heat."
icon_state = "fire"
item_state = "ro_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.5
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/extinguisher, /obj/item/crowbar)
slowdown = 1
armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
strip_delay = 60
equip_delay_other = 60
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
item_state = "firefighter"
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
/obj/item/clothing/suit/fire/heavy
name = "heavy firesuit"
desc = "An old, bulky thermal protection suit."
icon_state = "thermal"
item_state = "ro_suit"
slowdown = 1.5
/obj/item/clothing/suit/fire/atmos
name = "firesuit"
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
/*
* Bomb protection
*/
/obj/item/clothing/head/bomb_hood
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
clothing_flags = THICKMATERIAL
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 = ""
dynamic_fhair_suffix = ""
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 70
equip_delay_other = 70
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEJUMPSUIT|HIDETAUR
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
equip_delay_other = 70
resistance_flags = NONE
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuit_sec"
item_state = "bombsuit_sec"
/obj/item/clothing/suit/bomb_suit/security
icon_state = "bombsuit_sec"
item_state = "bombsuit_sec"
allowed = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/restraints/handcuffs)
/obj/item/clothing/head/bomb_hood/white
icon_state = "bombsuit_white"
item_state = "bombsuit_white"
/obj/item/clothing/suit/bomb_suit/white
icon_state = "bombsuit_white"
item_state = "bombsuit_white"
/*
* Radiation protection
*/
/obj/item/clothing/head/radiation
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
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
equip_delay_other = 60
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/suit/radiation
name = "radiation suit"
desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
icon_state = "rad"
item_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.5
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/geiger_counter)
slowdown = 1.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
strip_delay = 60
equip_delay_other = 60
flags_inv = HIDEJUMPSUIT|HIDETAUR
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC
/*
* Contains:
* Fire protection
* Bomb protection
* Radiation protection
*/
/*
* Fire protection
*/
/obj/item/clothing/suit/fire
name = "emergency firesuit"
desc = "A suit that helps protect against fire and heat."
icon_state = "fire"
item_state = "ro_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.5
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/extinguisher, /obj/item/crowbar)
slowdown = 1
armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
strip_delay = 60
equip_delay_other = 60
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
item_state = "firefighter"
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
/obj/item/clothing/suit/fire/heavy
name = "heavy firesuit"
desc = "An old, bulky thermal protection suit."
icon_state = "thermal"
item_state = "ro_suit"
slowdown = 1.5
/obj/item/clothing/suit/fire/atmos
name = "firesuit"
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
icon_state = "atmos_firesuit"
item_state = "firesuit_atmos"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
/*
* Bomb protection
*/
/obj/item/clothing/head/bomb_hood
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
clothing_flags = THICKMATERIAL
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 = ""
dynamic_fhair_suffix = ""
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 70
equip_delay_other = 70
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
flags_inv = HIDEJUMPSUIT|HIDETAUR
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
equip_delay_other = 70
resistance_flags = NONE
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuit_sec"
item_state = "bombsuit_sec"
/obj/item/clothing/suit/bomb_suit/security
icon_state = "bombsuit_sec"
item_state = "bombsuit_sec"
allowed = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/restraints/handcuffs)
/obj/item/clothing/head/bomb_hood/white
icon_state = "bombsuit_white"
item_state = "bombsuit_white"
/obj/item/clothing/suit/bomb_suit/white
icon_state = "bombsuit_white"
item_state = "bombsuit_white"
/*
* Radiation protection
*/
/obj/item/clothing/head/radiation
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
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
equip_delay_other = 60
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
mutantrace_variation = STYLE_MUZZLE
/obj/item/clothing/suit/radiation
name = "radiation suit"
desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
icon_state = "rad"
item_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.5
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/geiger_counter)
slowdown = 1.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
strip_delay = 60
equip_delay_other = 60
flags_inv = HIDEJUMPSUIT|HIDETAUR
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC
+228 -228
View File
@@ -1,228 +1,228 @@
/obj/item/clothing/head/wizard
name = "wizard hat"
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
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
resistance_flags = FIRE_PROOF | ACID_PROOF
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
desc = "Strange-looking red hat-wear that most certainly belongs to a real magic user."
icon_state = "redwizard"
dog_fashion = /datum/dog_fashion/head/red_wizard
/obj/item/clothing/head/wizard/yellow
name = "yellow wizard hat"
desc = "Strange-looking yellow hat-wear that most certainly belongs to a powerful magic user."
icon_state = "yellowwizard"
dog_fashion = null
/obj/item/clothing/head/wizard/black
name = "black wizard hat"
desc = "Strange-looking black hat-wear that most certainly belongs to a real skeleton. Spooky."
icon_state = "blackwizard"
dog_fashion = null
/obj/item/clothing/head/wizard/fake
name = "wizard hat"
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/marisa
name = "witch hat"
desc = "Strange-looking hat-wear. Makes you want to cast fireballs."
icon_state = "marisa"
dog_fashion = null
/obj/item/clothing/head/wizard/magus
name = "\improper Magus helm"
desc = "A mysterious helmet that hums with an unearthly power."
icon_state = "magus"
item_state = "magus"
dog_fashion = null
/obj/item/clothing/head/wizard/santa
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags_inv = HIDEHAIR|HIDEFACIALHAIR
dog_fashion = null
/obj/item/clothing/suit/wizrobe
name = "wizard robe"
desc = "A magnificent, gem-lined robe that seems to radiate power."
icon_state = "wizard"
item_state = "wizrobe"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
equip_delay_other = 50
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
desc = "A magnificent red gem-lined robe that seems to radiate power."
icon_state = "redwizard"
item_state = "redwizrobe"
/obj/item/clothing/suit/wizrobe/yellow
name = "yellow wizard robe"
desc = "A magnificent yellow gem-lined robe that seems to radiate power."
icon_state = "yellowwizard"
item_state = "yellowwizrobe"
/obj/item/clothing/suit/wizrobe/black
name = "black wizard robe"
desc = "An unnerving black gem-lined robe that reeks of death and decay."
icon_state = "blackwizard"
item_state = "blackwizrobe"
/obj/item/clothing/suit/wizrobe/marisa
name = "witch robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
/obj/item/clothing/suit/wizrobe/magusblue
name = "\improper Magus robe"
desc = "A set of armored robes that seem to radiate a dark power."
icon_state = "magusblue"
item_state = "magusblue"
/obj/item/clothing/suit/wizrobe/magusred
name = "\improper Magus robe"
desc = "A set of armored robes that seem to radiate a dark power."
icon_state = "magusred"
item_state = "magusred"
/obj/item/clothing/suit/wizrobe/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
/obj/item/clothing/suit/wizrobe/fake
name = "wizard robe"
desc = "A rather dull blue robe meant to mimick real wizard robes."
icon_state = "wizard-fake"
item_state = "wizrobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/head/wizard/marisa/fake
name = "witch hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "witch robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/paper
name = "papier-mache robe" // no non-latin characters!
desc = "A robe held together by various bits of clear-tape and paste."
icon_state = "wizard-paper"
item_state = "wizard-paper"
var/robe_charge = TRUE
actions_types = list(/datum/action/item_action/stickmen)
/obj/item/clothing/suit/wizrobe/paper/ui_action_click(mob/user, action)
stickmen()
/obj/item/clothing/suit/wizrobe/paper/verb/stickmen()
set category = "Object"
set name = "Summon Stick Minions"
set src in usr
if(!isliving(usr))
return
if(!robe_charge)
to_chat(usr, "<span class='warning'>\The robe's internal magic supply is still recharging!</span>")
return
usr.say("Rise, my creation! Off your page into this realm!", forced = "stickman summoning")
playsound(src.loc, 'sound/magic/summon_magic.ogg', 50, 1, 1)
var/mob/living/M = new /mob/living/simple_animal/hostile/stickman(get_turf(usr))
var/list/factions = usr.faction
M.faction = factions
src.robe_charge = FALSE
sleep(30)
src.robe_charge = TRUE
to_chat(usr, "<span class='notice'>\The robe hums, its internal magic supply restored.</span>")
//Shielded Armour
/obj/item/clothing/suit/space/hardsuit/shielded/wizard
name = "battlemage armour"
desc = "Not all wizards are afraid of getting up close and personal."
icon_state = "battlemage"
item_state = "battlemage"
recharge_rate = 0
current_charges = 15
recharge_cooldown = INFINITY
shield_state = "shield-red"
shield_on = "shield-red"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
name = "battlemage helmet"
desc = "A suitably impressive helmet.."
icon_state = "battlemage"
item_state = "battlemage"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
actions_types = null //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
return
/obj/item/wizard_armour_charge
name = "battlemage shield charges"
desc = "A powerful rune that will increase the number of hits a suit of battlemage armour can take before failing.."
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
/obj/item/wizard_armour_charge/afterattack(obj/item/clothing/suit/space/hardsuit/shielded/wizard/W, mob/user)
. = ..()
if(!istype(W))
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
return
W.current_charges += 8
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [W.current_charges] hits.</span>")
qdel(src)
/obj/item/clothing/head/wizard
name = "wizard hat"
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
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
resistance_flags = FIRE_PROOF | ACID_PROOF
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
desc = "Strange-looking red hat-wear that most certainly belongs to a real magic user."
icon_state = "redwizard"
dog_fashion = /datum/dog_fashion/head/red_wizard
/obj/item/clothing/head/wizard/yellow
name = "yellow wizard hat"
desc = "Strange-looking yellow hat-wear that most certainly belongs to a powerful magic user."
icon_state = "yellowwizard"
dog_fashion = null
/obj/item/clothing/head/wizard/black
name = "black wizard hat"
desc = "Strange-looking black hat-wear that most certainly belongs to a real skeleton. Spooky."
icon_state = "blackwizard"
dog_fashion = null
/obj/item/clothing/head/wizard/fake
name = "wizard hat"
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/wizard/marisa
name = "witch hat"
desc = "Strange-looking hat-wear. Makes you want to cast fireballs."
icon_state = "marisa"
dog_fashion = null
/obj/item/clothing/head/wizard/magus
name = "\improper Magus helm"
desc = "A mysterious helmet that hums with an unearthly power."
icon_state = "magus"
item_state = "magus"
dog_fashion = null
/obj/item/clothing/head/wizard/santa
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags_inv = HIDEHAIR|HIDEFACIALHAIR
dog_fashion = null
/obj/item/clothing/suit/wizrobe
name = "wizard robe"
desc = "A magnificent, gem-lined robe that seems to radiate power."
icon_state = "wizard"
item_state = "wizrobe"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
equip_delay_other = 50
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
desc = "A magnificent red gem-lined robe that seems to radiate power."
icon_state = "redwizard"
item_state = "redwizrobe"
/obj/item/clothing/suit/wizrobe/yellow
name = "yellow wizard robe"
desc = "A magnificent yellow gem-lined robe that seems to radiate power."
icon_state = "yellowwizard"
item_state = "yellowwizrobe"
/obj/item/clothing/suit/wizrobe/black
name = "black wizard robe"
desc = "An unnerving black gem-lined robe that reeks of death and decay."
icon_state = "blackwizard"
item_state = "blackwizrobe"
/obj/item/clothing/suit/wizrobe/marisa
name = "witch robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
/obj/item/clothing/suit/wizrobe/magusblue
name = "\improper Magus robe"
desc = "A set of armored robes that seem to radiate a dark power."
icon_state = "magusblue"
item_state = "magusblue"
/obj/item/clothing/suit/wizrobe/magusred
name = "\improper Magus robe"
desc = "A set of armored robes that seem to radiate a dark power."
icon_state = "magusred"
item_state = "magusred"
/obj/item/clothing/suit/wizrobe/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
/obj/item/clothing/suit/wizrobe/fake
name = "wizard robe"
desc = "A rather dull blue robe meant to mimick real wizard robes."
icon_state = "wizard-fake"
item_state = "wizrobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/head/wizard/marisa/fake
name = "witch hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "witch robe"
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
item_state = "marisarobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/paper
name = "papier-mache robe" // no non-latin characters!
desc = "A robe held together by various bits of clear-tape and paste."
icon_state = "wizard-paper"
item_state = "wizard-paper"
var/robe_charge = TRUE
actions_types = list(/datum/action/item_action/stickmen)
/obj/item/clothing/suit/wizrobe/paper/ui_action_click(mob/user, action)
stickmen()
/obj/item/clothing/suit/wizrobe/paper/verb/stickmen()
set category = "Object"
set name = "Summon Stick Minions"
set src in usr
if(!isliving(usr))
return
if(!robe_charge)
to_chat(usr, "<span class='warning'>\The robe's internal magic supply is still recharging!</span>")
return
usr.say("Rise, my creation! Off your page into this realm!", forced = "stickman summoning")
playsound(src.loc, 'sound/magic/summon_magic.ogg', 50, 1, 1)
var/mob/living/M = new /mob/living/simple_animal/hostile/stickman(get_turf(usr))
var/list/factions = usr.faction
M.faction = factions
src.robe_charge = FALSE
sleep(30)
src.robe_charge = TRUE
to_chat(usr, "<span class='notice'>\The robe hums, its internal magic supply restored.</span>")
//Shielded Armour
/obj/item/clothing/suit/space/hardsuit/shielded/wizard
name = "battlemage armour"
desc = "Not all wizards are afraid of getting up close and personal."
icon_state = "battlemage"
item_state = "battlemage"
recharge_rate = 0
current_charges = 15
recharge_cooldown = INFINITY
shield_state = "shield-red"
shield_on = "shield-red"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
name = "battlemage helmet"
desc = "A suitably impressive helmet.."
icon_state = "battlemage"
item_state = "battlemage"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
actions_types = null //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
return
/obj/item/wizard_armour_charge
name = "battlemage shield charges"
desc = "A powerful rune that will increase the number of hits a suit of battlemage armour can take before failing.."
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
/obj/item/wizard_armour_charge/afterattack(obj/item/clothing/suit/space/hardsuit/shielded/wizard/W, mob/user)
. = ..()
if(!istype(W))
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
return
W.current_charges += 8
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [W.current_charges] hits.</span>")
qdel(src)
+147 -147
View File
@@ -1,148 +1,148 @@
/obj/item/clothing/under
icon = 'icons/obj/clothing/uniforms.dmi'
name = "under"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
var/sensor_mode = NO_SENSORS
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
has_sensor = HAS_SENSORS
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
return 1
if(!attach_accessory(I, user))
return ..()
/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_w_uniform()
if(has_sensor > NO_SENSORS)
has_sensor = BROKEN_SENSORS
/obj/item/clothing/under/New()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
..()
/obj/item/clothing/under/equipped(mob/user, slot)
..()
if(adjusted)
adjusted = NORMAL_STYLE
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
if(attached_accessory && slot != SLOT_HANDS && ishuman(user))
var/mob/living/carbon/human/H = user
attached_accessory.on_uniform_equip(src, user)
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
/obj/item/clothing/under/dropped(mob/user)
if(attached_accessory)
attached_accessory.on_uniform_dropped(src, user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
..()
/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
. = FALSE
if(istype(I, /obj/item/clothing/accessory))
var/obj/item/clothing/accessory/A = I
if(attached_accessory)
if(user)
to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
return
else
if(user && !user.temporarilyRemoveItemFromInventory(I))
return
if(!A.attach(src, user))
return
if(user && notifyAttach)
to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
var/accessory_color = attached_accessory.item_color
if(!accessory_color)
accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
return TRUE
/obj/item/clothing/under/proc/remove_accessory(mob/user)
if(!isliving(user))
return
if(!can_use(user))
return
if(attached_accessory)
var/obj/item/clothing/accessory/A = attached_accessory
attached_accessory.detach(src, user)
if(user.put_in_hands(A))
to_chat(user, "<span class='notice'>You detach [A] from [src].</span>")
else
to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(can_adjust)
if(adjusted == ALT_STYLE)
. += "Alt-click on [src] to wear it normally."
else
. += "Alt-click on [src] to wear it casually."
if (has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out."
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
/obj/item/clothing/under
icon = 'icons/obj/clothing/uniforms.dmi'
name = "under"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
var/sensor_mode = NO_SENSORS
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
has_sensor = HAS_SENSORS
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
return 1
if(!attach_accessory(I, user))
return ..()
/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_w_uniform()
if(has_sensor > NO_SENSORS)
has_sensor = BROKEN_SENSORS
/obj/item/clothing/under/New()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
..()
/obj/item/clothing/under/equipped(mob/user, slot)
..()
if(adjusted)
adjusted = NORMAL_STYLE
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
if(attached_accessory && slot != SLOT_HANDS && ishuman(user))
var/mob/living/carbon/human/H = user
attached_accessory.on_uniform_equip(src, user)
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
/obj/item/clothing/under/dropped(mob/user)
if(attached_accessory)
attached_accessory.on_uniform_dropped(src, user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
..()
/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
. = FALSE
if(istype(I, /obj/item/clothing/accessory))
var/obj/item/clothing/accessory/A = I
if(attached_accessory)
if(user)
to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
return
else
if(user && !user.temporarilyRemoveItemFromInventory(I))
return
if(!A.attach(src, user))
return
if(user && notifyAttach)
to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
var/accessory_color = attached_accessory.item_color
if(!accessory_color)
accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
return TRUE
/obj/item/clothing/under/proc/remove_accessory(mob/user)
if(!isliving(user))
return
if(!can_use(user))
return
if(attached_accessory)
var/obj/item/clothing/accessory/A = attached_accessory
attached_accessory.detach(src, user)
if(user.put_in_hands(A))
to_chat(user, "<span class='notice'>You detach [A] from [src].</span>")
else
to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(can_adjust)
if(adjusted == ALT_STYLE)
. += "Alt-click on [src] to wear it normally."
else
. += "Alt-click on [src] to wear it casually."
if (has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out."
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
+267 -267
View File
@@ -1,267 +1,267 @@
/obj/item/clothing/under/color
desc = "A standard issue colored jumpsuit. Variety is the spice of life!"
/obj/item/clothing/under/skirt/color
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/color/random
icon_state = "random_jumpsuit"
/obj/item/clothing/under/color/random/Initialize()
..()
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - subtypesof(/obj/item/clothing/under/skirt/color) - /obj/item/clothing/under/color/random - /obj/item/clothing/under/color/grey/glorf - /obj/item/clothing/under/color/black/ghost)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new C(H), SLOT_W_UNIFORM) //or else you end up with naked assistants running around everywhere...
else
new C(loc)
return INITIALIZE_HINT_QDEL
/obj/item/clothing/under/skirt/color/random
icon_state = "random_jumpsuit" //Skirt variant needed
/obj/item/clothing/under/skirt/color/random/Initialize()
..()
var/obj/item/clothing/under/skirt/color/C = pick(subtypesof(/obj/item/clothing/under/skirt/color) - /obj/item/clothing/under/skirt/color/random)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new C(H), SLOT_W_UNIFORM)
else
new C(loc)
return INITIALIZE_HINT_QDEL
/obj/item/clothing/under/color/black
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
resistance_flags = NONE
/obj/item/clothing/under/skirt/color/black
name = "black jumpskirt"
icon_state = "black_skirt"
item_state = "bl_suit"
item_color = "black_skirt"
/obj/item/clothing/under/color/black/ghost
item_flags = DROPDEL
/obj/item/clothing/under/color/black/ghost/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/clothing/under/color/black/ghost/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, DROPDEL)
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
icon_state = "grey"
item_state = "gy_suit"
item_color = "grey"
/obj/item/clothing/under/skirt/color/grey
name = "grey jumpskirt"
desc = "A tasteful grey jumpskirt that reminds you of the good old days."
icon_state = "grey_skirt"
item_state = "gy_suit"
item_color = "grey_skirt"
/obj/item/clothing/under/color/grey/glorf
name = "ancient jumpsuit"
desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
/obj/item/clothing/under/color/grey/glorf/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
owner.forcesay(GLOB.hit_appends)
return 0
/obj/item/clothing/under/color/blue
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
item_color = "blue"
/obj/item/clothing/under/skirt/color/blue
name = "blue jumpskirt"
icon_state = "blue_skirt"
item_state = "b_suit"
item_color = "blue_skirt"
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
item_color = "green"
/obj/item/clothing/under/skirt/color/green
name = "green jumpskirt"
icon_state = "green_skirt"
item_state = "g_suit"
item_color = "green_skirt"
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
desc = "Don't wear this near paranoid security officers."
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
/obj/item/clothing/under/skirt/color/orange
name = "orange jumpskirt"
icon_state = "orange_skirt"
item_state = "o_suit"
item_color = "orange_skirt"
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
icon_state = "pink"
desc = "Just looking at this makes you feel <i>fabulous</i>."
item_state = "p_suit"
item_color = "pink"
/obj/item/clothing/under/skirt/color/pink
name = "pink jumpskirt"
icon_state = "pink_skirt"
item_state = "p_suit"
item_color = "pink_skirt"
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
item_color = "red"
/obj/item/clothing/under/skirt/color/red
name = "red jumpskirt"
icon_state = "red_skirt"
item_state = "r_suit"
item_color = "red_skirt"
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
item_color = "white"
/obj/item/clothing/under/skirt/color/white
name = "white jumpskirt"
icon_state = "white_skirt"
item_state = "w_suit"
item_color = "white_skirt"
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
item_color = "yellow"
/obj/item/clothing/under/skirt/color/yellow
name = "yellow jumpskirt"
icon_state = "yellow_skirt"
item_state = "y_suit"
item_color = "yellow_skirt"
/obj/item/clothing/under/color/darkblue
name = "darkblue jumpsuit"
icon_state = "darkblue"
item_state = "b_suit"
item_color = "darkblue"
/obj/item/clothing/under/skirt/color/darkblue
name = "darkblue jumpskirt"
icon_state = "darkblue_skirt"
item_state = "b_suit"
item_color = "darkblue_skirt"
/obj/item/clothing/under/color/teal
name = "teal jumpsuit"
icon_state = "teal"
item_state = "b_suit"
item_color = "teal"
/obj/item/clothing/under/skirt/color/teal
name = "teal jumpskirt"
icon_state = "teal_skirt"
item_state = "b_suit"
item_color = "teal_skirt"
/obj/item/clothing/under/color/lightpurple
name = "purple jumpsuit"
icon_state = "lightpurple"
item_state = "p_suit"
item_color = "lightpurple"
/obj/item/clothing/under/skirt/color/lightpurple
name = "lightpurple jumpskirt"
icon_state = "lightpurple_skirt"
item_state = "p_suit"
item_color = "lightpurple_skirt"
/obj/item/clothing/under/color/darkgreen
name = "darkgreen jumpsuit"
icon_state = "darkgreen"
item_state = "g_suit"
item_color = "darkgreen"
/obj/item/clothing/under/skirt/color/darkgreen
name = "darkgreen jumpskirt"
icon_state = "darkgreen_skirt"
item_state = "g_suit"
item_color = "darkgreen_skirt"
/obj/item/clothing/under/color/lightbrown
name = "lightbrown jumpsuit"
icon_state = "lightbrown"
item_state = "lb_suit"
item_color = "lightbrown"
/obj/item/clothing/under/skirt/color/lightbrown
name = "lightbrown jumpskirt"
icon_state = "lightbrown_skirt"
item_state = "lb_suit"
item_color = "lightbrown_skirt"
/obj/item/clothing/under/color/brown
name = "brown jumpsuit"
icon_state = "brown"
item_state = "lb_suit"
item_color = "brown"
/obj/item/clothing/under/skirt/color/brown
name = "brown jumpskirt"
icon_state = "brown_skirt"
item_state = "lb_suit"
item_color = "brown_skirt"
/obj/item/clothing/under/color/maroon
name = "maroon jumpsuit"
icon_state = "maroon"
item_state = "r_suit"
item_color = "maroon"
/obj/item/clothing/under/skirt/color/maroon
name = "maroon jumpskirt"
icon_state = "maroon_skirt"
item_state = "r_suit"
item_color = "maroon_skirt"
/obj/item/clothing/under/color/rainbow
name = "rainbow jumpsuit"
desc = "A multi-colored jumpsuit!"
icon_state = "rainbow"
item_state = "rainbow"
item_color = "rainbow"
can_adjust = FALSE
/obj/item/clothing/under/skirt/color/rainbow
name = "rainbow jumpskirt"
desc = "A multi-colored jumpskirt!"
icon_state = "rainbow_skirt"
item_state = "rainbow"
item_color = "rainbow_skirt"
can_adjust = FALSE
/obj/item/clothing/under/color
desc = "A standard issue colored jumpsuit. Variety is the spice of life!"
/obj/item/clothing/under/skirt/color
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/color/random
icon_state = "random_jumpsuit"
/obj/item/clothing/under/color/random/Initialize()
..()
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - subtypesof(/obj/item/clothing/under/skirt/color) - /obj/item/clothing/under/color/random - /obj/item/clothing/under/color/grey/glorf - /obj/item/clothing/under/color/black/ghost)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new C(H), SLOT_W_UNIFORM) //or else you end up with naked assistants running around everywhere...
else
new C(loc)
return INITIALIZE_HINT_QDEL
/obj/item/clothing/under/skirt/color/random
icon_state = "random_jumpsuit" //Skirt variant needed
/obj/item/clothing/under/skirt/color/random/Initialize()
..()
var/obj/item/clothing/under/skirt/color/C = pick(subtypesof(/obj/item/clothing/under/skirt/color) - /obj/item/clothing/under/skirt/color/random)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new C(H), SLOT_W_UNIFORM)
else
new C(loc)
return INITIALIZE_HINT_QDEL
/obj/item/clothing/under/color/black
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
resistance_flags = NONE
/obj/item/clothing/under/skirt/color/black
name = "black jumpskirt"
icon_state = "black_skirt"
item_state = "bl_suit"
item_color = "black_skirt"
/obj/item/clothing/under/color/black/ghost
item_flags = DROPDEL
/obj/item/clothing/under/color/black/ghost/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CULT_TRAIT)
/obj/item/clothing/under/color/black/ghost/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, DROPDEL)
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
desc = "A tasteful grey jumpsuit that reminds you of the good old days."
icon_state = "grey"
item_state = "gy_suit"
item_color = "grey"
/obj/item/clothing/under/skirt/color/grey
name = "grey jumpskirt"
desc = "A tasteful grey jumpskirt that reminds you of the good old days."
icon_state = "grey_skirt"
item_state = "gy_suit"
item_color = "grey_skirt"
/obj/item/clothing/under/color/grey/glorf
name = "ancient jumpsuit"
desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
/obj/item/clothing/under/color/grey/glorf/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
owner.forcesay(GLOB.hit_appends)
return 0
/obj/item/clothing/under/color/blue
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
item_color = "blue"
/obj/item/clothing/under/skirt/color/blue
name = "blue jumpskirt"
icon_state = "blue_skirt"
item_state = "b_suit"
item_color = "blue_skirt"
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
item_color = "green"
/obj/item/clothing/under/skirt/color/green
name = "green jumpskirt"
icon_state = "green_skirt"
item_state = "g_suit"
item_color = "green_skirt"
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
desc = "Don't wear this near paranoid security officers."
icon_state = "orange"
item_state = "o_suit"
item_color = "orange"
/obj/item/clothing/under/skirt/color/orange
name = "orange jumpskirt"
icon_state = "orange_skirt"
item_state = "o_suit"
item_color = "orange_skirt"
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
icon_state = "pink"
desc = "Just looking at this makes you feel <i>fabulous</i>."
item_state = "p_suit"
item_color = "pink"
/obj/item/clothing/under/skirt/color/pink
name = "pink jumpskirt"
icon_state = "pink_skirt"
item_state = "p_suit"
item_color = "pink_skirt"
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
item_color = "red"
/obj/item/clothing/under/skirt/color/red
name = "red jumpskirt"
icon_state = "red_skirt"
item_state = "r_suit"
item_color = "red_skirt"
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
item_color = "white"
/obj/item/clothing/under/skirt/color/white
name = "white jumpskirt"
icon_state = "white_skirt"
item_state = "w_suit"
item_color = "white_skirt"
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
item_color = "yellow"
/obj/item/clothing/under/skirt/color/yellow
name = "yellow jumpskirt"
icon_state = "yellow_skirt"
item_state = "y_suit"
item_color = "yellow_skirt"
/obj/item/clothing/under/color/darkblue
name = "darkblue jumpsuit"
icon_state = "darkblue"
item_state = "b_suit"
item_color = "darkblue"
/obj/item/clothing/under/skirt/color/darkblue
name = "darkblue jumpskirt"
icon_state = "darkblue_skirt"
item_state = "b_suit"
item_color = "darkblue_skirt"
/obj/item/clothing/under/color/teal
name = "teal jumpsuit"
icon_state = "teal"
item_state = "b_suit"
item_color = "teal"
/obj/item/clothing/under/skirt/color/teal
name = "teal jumpskirt"
icon_state = "teal_skirt"
item_state = "b_suit"
item_color = "teal_skirt"
/obj/item/clothing/under/color/lightpurple
name = "purple jumpsuit"
icon_state = "lightpurple"
item_state = "p_suit"
item_color = "lightpurple"
/obj/item/clothing/under/skirt/color/lightpurple
name = "lightpurple jumpskirt"
icon_state = "lightpurple_skirt"
item_state = "p_suit"
item_color = "lightpurple_skirt"
/obj/item/clothing/under/color/darkgreen
name = "darkgreen jumpsuit"
icon_state = "darkgreen"
item_state = "g_suit"
item_color = "darkgreen"
/obj/item/clothing/under/skirt/color/darkgreen
name = "darkgreen jumpskirt"
icon_state = "darkgreen_skirt"
item_state = "g_suit"
item_color = "darkgreen_skirt"
/obj/item/clothing/under/color/lightbrown
name = "lightbrown jumpsuit"
icon_state = "lightbrown"
item_state = "lb_suit"
item_color = "lightbrown"
/obj/item/clothing/under/skirt/color/lightbrown
name = "lightbrown jumpskirt"
icon_state = "lightbrown_skirt"
item_state = "lb_suit"
item_color = "lightbrown_skirt"
/obj/item/clothing/under/color/brown
name = "brown jumpsuit"
icon_state = "brown"
item_state = "lb_suit"
item_color = "brown"
/obj/item/clothing/under/skirt/color/brown
name = "brown jumpskirt"
icon_state = "brown_skirt"
item_state = "lb_suit"
item_color = "brown_skirt"
/obj/item/clothing/under/color/maroon
name = "maroon jumpsuit"
icon_state = "maroon"
item_state = "r_suit"
item_color = "maroon"
/obj/item/clothing/under/skirt/color/maroon
name = "maroon jumpskirt"
icon_state = "maroon_skirt"
item_state = "r_suit"
item_color = "maroon_skirt"
/obj/item/clothing/under/color/rainbow
name = "rainbow jumpsuit"
desc = "A multi-colored jumpsuit!"
icon_state = "rainbow"
item_state = "rainbow"
item_color = "rainbow"
can_adjust = FALSE
/obj/item/clothing/under/skirt/color/rainbow
name = "rainbow jumpskirt"
desc = "A multi-colored jumpskirt!"
icon_state = "rainbow_skirt"
item_state = "rainbow"
item_color = "rainbow_skirt"
can_adjust = FALSE
+424 -424
View File
@@ -1,424 +1,424 @@
//Alphabetical order of civilian jobs.
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use some more flair."
name = "bartender's uniform"
icon_state = "barman"
item_state = "bar_suit"
item_color = "barman"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/bartender/purple
desc = "It looks like it has lots of flair!"
name = "purple bartender's uniform"
icon_state = "purplebartender"
item_state = "purplebartender"
item_color = "purplebartender"
can_adjust = FALSE
/obj/item/clothing/under/rank/bartender/skirt
name = "bartender's skirt"
desc = "It looks like it could use some more flair."
icon_state = "barman_skirt"
item_state = "bar_suit"
item_color = "barman_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "b_suit"
item_color = "captain"
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
/obj/item/clothing/under/rank/captain/skirt
name = "captain's jumpskirt"
desc = "It's a blue jumpskirt with some gold markings denoting the rank of \"Captain\"."
icon_state = "captain_skirt"
item_state = "b_suit"
item_color = "captain_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/cargo
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
item_color = "qm"
/obj/item/clothing/under/rank/cargo/skirt
name = "quartermaster's jumpskirt"
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm_skirt"
item_state = "lb_suit"
item_color = "qm_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/cargotech
name = "cargo technician's jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "lb_suit"
item_color = "cargo"
body_parts_covered = CHEST|GROIN|ARMS
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/cargotech/skirt
name = "cargo technician's jumpskirt"
desc = "Skiiiiirts! They're comfy and easy to wear"
icon_state = "cargo_skirt"
item_state = "lb_suit"
item_color = "cargo_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/chaplain
desc = "It's a black jumpsuit, often worn by religious folk."
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
item_color = "chapblack"
can_adjust = FALSE
/obj/item/clothing/under/rank/chaplain/skirt
name = "chaplain's jumpskirt"
desc = "It's a black jumpskirt, often worn by religious folk."
icon_state = "chapblack_skirt"
item_state = "bl_suit"
item_color = "chapblack_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/chef
name = "cook's suit"
desc = "A suit which is given only to the most <b>hardcore</b> cooks in space."
icon_state = "chef"
item_color = "chef"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/chef/skirt
name = "cook's skirt"
desc = "A skirt which is given only to the most <b>hardcore</b> cooks in space."
icon_state = "chef_skirt"
item_color = "chef_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
item_color = "clown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
/obj/item/clothing/under/rank/blueclown
name = "blue clown suit"
desc = "<i>'BLUE HONK!'</i>"
icon_state = "blueclown"
item_state = "blueclown"
item_color = "blueclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/greenclown
name = "green clown suit"
desc = "<i>'GREEN HONK!'</i>"
icon_state = "greenclown"
item_state = "greenclown"
item_color = "greenclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/yellowclown
name = "yellow clown suit"
desc = "<i>'YELLOW HONK!'</i>"
icon_state = "yellowclown"
item_state = "yellowclown"
item_color = "yellowclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/purpleclown
name = "purple clown suit"
desc = "<i>'PURPLE HONK!'</i>"
icon_state = "purpleclown"
item_state = "purpleclown"
item_color = "purpleclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/orangeclown
name = "orange clown suit"
desc = "<i>'ORANGE HONK!'</i>"
icon_state = "orangeclown"
item_state = "orangeclown"
item_color = "orangeclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/rainbowclown
name = "rainbow clown suit"
desc = "<i>'R A I N B O W HONK!'</i>"
icon_state = "rainbowclown"
item_state = "rainbowclown"
item_color = "rainbowclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/clown/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
/obj/item/clothing/under/rank/head_of_personnel
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
item_color = "hop"
can_adjust = FALSE
/obj/item/clothing/under/rank/head_of_personnel/skirt
name = "head of personnel's jumpskirt"
desc = "It's a jumpskirt worn by someone who works in the position of \"Head of Personnel\"."
icon_state = "hop_skirt"
item_state = "b_suit"
item_color = "hop_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/hydroponics
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
item_color = "hydroponics"
permeability_coefficient = 0.5
/obj/item/clothing/under/rank/hydroponics/skirt
name = "botanist's jumpskirt"
desc = "It's a jumpskirt designed to protect against minor plant-related hazards."
icon_state = "hydroponics_skirt"
item_state = "g_suit"
item_color = "hydroponics_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/janitor
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/janitor/skirt
name = "janitor's jumpskirt"
desc = "It's the official skirt of the station's janitor. It has minor protection from biohazards."
icon_state = "janitor_skirt"
item_color = "janitor_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer
desc = "Slick threads."
name = "Lawyer suit"
can_adjust = FALSE
/obj/item/clothing/under/lawyer/black
name = "lawyer black suit"
icon_state = "lawyer_black"
item_state = "lawyer_black"
item_color = "lawyer_black"
/obj/item/clothing/under/lawyer/black/skirt
name = "lawyer black suitskirt"
icon_state = "lawyer_black_skirt"
item_state = "lawyer_black"
item_color = "lawyer_black_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/female
name = "female black suit"
icon_state = "black_suit_fem"
item_state = "bl_suit"
item_color = "black_suit_fem"
/obj/item/clothing/under/lawyer/red
name = "lawyer red suit"
icon_state = "lawyer_red"
item_state = "lawyer_red"
item_color = "lawyer_red"
/obj/item/clothing/under/lawyer/female/skirt
name = "female black suitskirt"
icon_state = "black_suit_fem_skirt"
item_state = "bl_suit"
item_color = "black_suit_fem_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/red/skirt
name = "lawyer red suitskirt"
icon_state = "lawyer_red_skirt"
item_state = "lawyer_red"
item_color = "lawyer_red_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/blue
name = "lawyer blue suit"
icon_state = "lawyer_blue"
item_state = "lawyer_blue"
item_color = "lawyer_blue"
/obj/item/clothing/under/lawyer/blue/skirt
name = "lawyer blue suitskirt"
icon_state = "lawyer_blue_skirt"
item_state = "lawyer_blue"
item_color = "lawyer_blue_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/bluesuit
name = "blue suit"
desc = "A classy suit and tie."
icon_state = "bluesuit"
item_state = "b_suit"
item_color = "bluesuit"
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/lawyer/bluesuit/skirt
name = "blue suitskirt"
desc = "A classy suitskirt and tie."
icon_state = "bluesuit_skirt"
item_state = "b_suit"
item_color = "bluesuit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/purpsuit
name = "purple suit"
icon_state = "lawyer_purp"
item_state = "p_suit"
item_color = "lawyer_purp"
fitted = NO_FEMALE_UNIFORM
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/lawyer/purpsuit/skirt
name = "purple suitskirt"
icon_state = "lawyer_purp_skirt"
item_state = "p_suit"
item_color = "lawyer_purp_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/blacksuit
name = "black suit"
desc = "A professional black suit. Nanotrasen Investigation Bureau approved!"
icon_state = "blacksuit"
item_state = "bar_suit"
item_color = "blacksuit"
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/lawyer/blacksuit/skirt
name = "black suitskirt"
desc = "A professional black suit. Nanotrasen Investigation Bureau approved!"
icon_state = "blacksuit_skirt"
item_state = "bar_suit"
item_color = "blacksuit_skirt"
can_adjust = FALSE
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/curator
name = "sensible suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
item_color = "red_suit"
can_adjust = FALSE
/obj/item/clothing/under/lawyer/really_black
name = "executive suit"
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "really_black_suit"
/obj/item/clothing/under/lawyer/really_black/skirt
name = "executive suitskirt"
desc = "A formal black suitskirt and red tie, intended for the station's finest."
icon_state = "really_black_suit_skirt"
item_state = "bl_suit"
item_color = "really_black_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/curator/skirt
name = "sensible suitskirt"
desc = "It's very... sensible."
icon_state = "red_suit_skirt"
item_state = "red_suit"
item_color = "red_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/curator/treasure_hunter
name = "treasure hunter uniform"
desc = "A rugged uniform suitable for treasure hunting."
icon_state = "curator"
item_state = "curator"
item_color = "curator"
/obj/item/clothing/under/rank/mime
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
item_color = "mime"
/obj/item/clothing/under/rank/mime/skirt
name = "mime's skirt"
desc = "It's not very colourful."
icon_state = "mime_skirt"
item_state = "mime"
item_color = "mime_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/miner
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
item_color = "miner"
/obj/item/clothing/under/rank/miner/lavaland
desc = "A green uniform for operating in hazardous environments."
name = "shaft miner's jumpsuit"
icon_state = "explorer"
item_state = "explorer"
item_color = "explorer"
can_adjust = FALSE
//Alphabetical order of civilian jobs.
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use some more flair."
name = "bartender's uniform"
icon_state = "barman"
item_state = "bar_suit"
item_color = "barman"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/bartender/purple
desc = "It looks like it has lots of flair!"
name = "purple bartender's uniform"
icon_state = "purplebartender"
item_state = "purplebartender"
item_color = "purplebartender"
can_adjust = FALSE
/obj/item/clothing/under/rank/bartender/skirt
name = "bartender's skirt"
desc = "It looks like it could use some more flair."
icon_state = "barman_skirt"
item_state = "bar_suit"
item_color = "barman_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "b_suit"
item_color = "captain"
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
/obj/item/clothing/under/rank/captain/skirt
name = "captain's jumpskirt"
desc = "It's a blue jumpskirt with some gold markings denoting the rank of \"Captain\"."
icon_state = "captain_skirt"
item_state = "b_suit"
item_color = "captain_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/cargo
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
item_color = "qm"
/obj/item/clothing/under/rank/cargo/skirt
name = "quartermaster's jumpskirt"
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm_skirt"
item_state = "lb_suit"
item_color = "qm_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/cargotech
name = "cargo technician's jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "lb_suit"
item_color = "cargo"
body_parts_covered = CHEST|GROIN|ARMS
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/cargotech/skirt
name = "cargo technician's jumpskirt"
desc = "Skiiiiirts! They're comfy and easy to wear"
icon_state = "cargo_skirt"
item_state = "lb_suit"
item_color = "cargo_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/chaplain
desc = "It's a black jumpsuit, often worn by religious folk."
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
item_color = "chapblack"
can_adjust = FALSE
/obj/item/clothing/under/rank/chaplain/skirt
name = "chaplain's jumpskirt"
desc = "It's a black jumpskirt, often worn by religious folk."
icon_state = "chapblack_skirt"
item_state = "bl_suit"
item_color = "chapblack_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/chef
name = "cook's suit"
desc = "A suit which is given only to the most <b>hardcore</b> cooks in space."
icon_state = "chef"
item_color = "chef"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/chef/skirt
name = "cook's skirt"
desc = "A skirt which is given only to the most <b>hardcore</b> cooks in space."
icon_state = "chef_skirt"
item_color = "chef_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
item_color = "clown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
/obj/item/clothing/under/rank/blueclown
name = "blue clown suit"
desc = "<i>'BLUE HONK!'</i>"
icon_state = "blueclown"
item_state = "blueclown"
item_color = "blueclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/greenclown
name = "green clown suit"
desc = "<i>'GREEN HONK!'</i>"
icon_state = "greenclown"
item_state = "greenclown"
item_color = "greenclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/yellowclown
name = "yellow clown suit"
desc = "<i>'YELLOW HONK!'</i>"
icon_state = "yellowclown"
item_state = "yellowclown"
item_color = "yellowclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/purpleclown
name = "purple clown suit"
desc = "<i>'PURPLE HONK!'</i>"
icon_state = "purpleclown"
item_state = "purpleclown"
item_color = "purpleclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/orangeclown
name = "orange clown suit"
desc = "<i>'ORANGE HONK!'</i>"
icon_state = "orangeclown"
item_state = "orangeclown"
item_color = "orangeclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/rainbowclown
name = "rainbow clown suit"
desc = "<i>'R A I N B O W HONK!'</i>"
icon_state = "rainbowclown"
item_state = "rainbowclown"
item_color = "rainbowclown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/rank/clown/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
/obj/item/clothing/under/rank/head_of_personnel
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
item_color = "hop"
can_adjust = FALSE
/obj/item/clothing/under/rank/head_of_personnel/skirt
name = "head of personnel's jumpskirt"
desc = "It's a jumpskirt worn by someone who works in the position of \"Head of Personnel\"."
icon_state = "hop_skirt"
item_state = "b_suit"
item_color = "hop_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/hydroponics
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
item_color = "hydroponics"
permeability_coefficient = 0.5
/obj/item/clothing/under/rank/hydroponics/skirt
name = "botanist's jumpskirt"
desc = "It's a jumpskirt designed to protect against minor plant-related hazards."
icon_state = "hydroponics_skirt"
item_state = "g_suit"
item_color = "hydroponics_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/janitor
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/janitor/skirt
name = "janitor's jumpskirt"
desc = "It's the official skirt of the station's janitor. It has minor protection from biohazards."
icon_state = "janitor_skirt"
item_color = "janitor_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer
desc = "Slick threads."
name = "Lawyer suit"
can_adjust = FALSE
/obj/item/clothing/under/lawyer/black
name = "lawyer black suit"
icon_state = "lawyer_black"
item_state = "lawyer_black"
item_color = "lawyer_black"
/obj/item/clothing/under/lawyer/black/skirt
name = "lawyer black suitskirt"
icon_state = "lawyer_black_skirt"
item_state = "lawyer_black"
item_color = "lawyer_black_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/female
name = "female black suit"
icon_state = "black_suit_fem"
item_state = "bl_suit"
item_color = "black_suit_fem"
/obj/item/clothing/under/lawyer/red
name = "lawyer red suit"
icon_state = "lawyer_red"
item_state = "lawyer_red"
item_color = "lawyer_red"
/obj/item/clothing/under/lawyer/female/skirt
name = "female black suitskirt"
icon_state = "black_suit_fem_skirt"
item_state = "bl_suit"
item_color = "black_suit_fem_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/red/skirt
name = "lawyer red suitskirt"
icon_state = "lawyer_red_skirt"
item_state = "lawyer_red"
item_color = "lawyer_red_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/blue
name = "lawyer blue suit"
icon_state = "lawyer_blue"
item_state = "lawyer_blue"
item_color = "lawyer_blue"
/obj/item/clothing/under/lawyer/blue/skirt
name = "lawyer blue suitskirt"
icon_state = "lawyer_blue_skirt"
item_state = "lawyer_blue"
item_color = "lawyer_blue_skirt"
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/bluesuit
name = "blue suit"
desc = "A classy suit and tie."
icon_state = "bluesuit"
item_state = "b_suit"
item_color = "bluesuit"
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/lawyer/bluesuit/skirt
name = "blue suitskirt"
desc = "A classy suitskirt and tie."
icon_state = "bluesuit_skirt"
item_state = "b_suit"
item_color = "bluesuit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/purpsuit
name = "purple suit"
icon_state = "lawyer_purp"
item_state = "p_suit"
item_color = "lawyer_purp"
fitted = NO_FEMALE_UNIFORM
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/lawyer/purpsuit/skirt
name = "purple suitskirt"
icon_state = "lawyer_purp_skirt"
item_state = "p_suit"
item_color = "lawyer_purp_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/lawyer/blacksuit
name = "black suit"
desc = "A professional black suit. Nanotrasen Investigation Bureau approved!"
icon_state = "blacksuit"
item_state = "bar_suit"
item_color = "blacksuit"
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/lawyer/blacksuit/skirt
name = "black suitskirt"
desc = "A professional black suit. Nanotrasen Investigation Bureau approved!"
icon_state = "blacksuit_skirt"
item_state = "bar_suit"
item_color = "blacksuit_skirt"
can_adjust = FALSE
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/curator
name = "sensible suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
item_color = "red_suit"
can_adjust = FALSE
/obj/item/clothing/under/lawyer/really_black
name = "executive suit"
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "really_black_suit"
/obj/item/clothing/under/lawyer/really_black/skirt
name = "executive suitskirt"
desc = "A formal black suitskirt and red tie, intended for the station's finest."
icon_state = "really_black_suit_skirt"
item_state = "bl_suit"
item_color = "really_black_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/curator/skirt
name = "sensible suitskirt"
desc = "It's very... sensible."
icon_state = "red_suit_skirt"
item_state = "red_suit"
item_color = "red_suit_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/curator/treasure_hunter
name = "treasure hunter uniform"
desc = "A rugged uniform suitable for treasure hunting."
icon_state = "curator"
item_state = "curator"
item_color = "curator"
/obj/item/clothing/under/rank/mime
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
item_color = "mime"
/obj/item/clothing/under/rank/mime/skirt
name = "mime's skirt"
desc = "It's not very colourful."
icon_state = "mime_skirt"
item_state = "mime"
item_color = "mime_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/miner
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
item_color = "miner"
/obj/item/clothing/under/rank/miner/lavaland
desc = "A green uniform for operating in hazardous environments."
name = "shaft miner's jumpsuit"
icon_state = "explorer"
item_state = "explorer"
item_color = "explorer"
can_adjust = FALSE
+81 -81
View File
@@ -1,81 +1,81 @@
//Contains: Engineering department jumpsuits
/obj/item/clothing/under/rank/chief_engineer
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding."
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "gy_suit"
item_color = "chief"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
resistance_flags = NONE
/obj/item/clothing/under/rank/chief_engineer/skirt
name = "chief engineer's jumpskirt"
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding."
icon_state = "chief_skirt"
item_state = "gy_suit"
item_color = "chief_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
resistance_flags = NONE
/obj/item/clothing/under/rank/atmospheric_technician/skirt
name = "atmospheric technician's jumpskirt"
desc = "It's a jumpskirt worn by atmospheric technicians."
icon_state = "atmos_skirt"
item_state = "atmos_suit"
item_color = "atmos_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineer/hazard
name = "engineer's hazard jumpsuit"
desc = "A high visibility jumpsuit made from heat and radiation resistant materials."
icon_state = "hazard"
item_state = "suit-orange"
item_color = "hazard"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/engineer/skirt
name = "engineer's jumpskirt"
desc = "It's an orange high visibility jumpskirt worn by engineers."
icon_state = "engine_skirt"
item_state = "engi_suit"
item_color = "engine_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
item_color = "robotics"
resistance_flags = NONE
/obj/item/clothing/under/rank/roboticist/skirt
name = "roboticist's jumpskirt"
desc = "It's a slimming black with reinforced seams; great for industrial work."
icon_state = "robotics_skirt"
item_state = "robotics"
item_color = "robotics_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
//Contains: Engineering department jumpsuits
/obj/item/clothing/under/rank/chief_engineer
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding."
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "gy_suit"
item_color = "chief"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
resistance_flags = NONE
/obj/item/clothing/under/rank/chief_engineer/skirt
name = "chief engineer's jumpskirt"
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding."
icon_state = "chief_skirt"
item_state = "gy_suit"
item_color = "chief_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
resistance_flags = NONE
/obj/item/clothing/under/rank/atmospheric_technician/skirt
name = "atmospheric technician's jumpskirt"
desc = "It's a jumpskirt worn by atmospheric technicians."
icon_state = "atmos_skirt"
item_state = "atmos_suit"
item_color = "atmos_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
item_color = "engine"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineer/hazard
name = "engineer's hazard jumpsuit"
desc = "A high visibility jumpsuit made from heat and radiation resistant materials."
icon_state = "hazard"
item_state = "suit-orange"
item_color = "hazard"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/engineer/skirt
name = "engineer's jumpskirt"
desc = "It's an orange high visibility jumpskirt worn by engineers."
icon_state = "engine_skirt"
item_state = "engi_suit"
item_color = "engine_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
item_color = "robotics"
resistance_flags = NONE
/obj/item/clothing/under/rank/roboticist/skirt
name = "roboticist's jumpskirt"
desc = "It's a slimming black with reinforced seams; great for industrial work."
icon_state = "robotics_skirt"
item_state = "robotics"
item_color = "robotics_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
+207 -207
View File
@@ -1,207 +1,207 @@
/*
* Science
*/
/obj/item/clothing/under/rank/research_director
desc = "It's a suit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
name = "research director's vest suit"
icon_state = "director"
item_state = "lb_suit"
item_color = "director"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
can_adjust = FALSE
/obj/item/clothing/under/rank/research_director/skirt
name = "research director's vest suitskirt"
desc = "It's a suitskirt worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
icon_state = "director_skirt"
item_state = "lb_suit"
item_color = "director_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/research_director/alt
desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants."
name = "research director's tan suit"
icon_state = "rdwhimsy"
item_state = "rdwhimsy"
item_color = "rdwhimsy"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/research_director/alt/skirt
name = "research director's tan suitskirt"
desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants."
icon_state = "rdwhimsy_skirt"
item_state = "rdwhimsy"
item_color = "rdwhimsy_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/research_director/turtleneck
desc = "A dark purple turtleneck and tan khakis, for a director with a superior sense of style."
name = "research director's turtleneck"
icon_state = "rdturtle"
item_state = "p_suit"
item_color = "rdturtle"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/research_director/turtleneck/skirt
name = "research director's turtleneck skirt"
desc = "A dark purple turtleneck and tan khaki skirt, for a director with a superior sense of style."
icon_state = "rdturtle_skirt"
item_state = "p_suit"
item_color = "rdturtle_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/scientist
desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist."
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/scientist/skirt
name = "scientist's jumpskirt"
desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist."
icon_state = "toxinswhite_skirt"
item_state = "w_suit"
item_color = "toxinswhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/chemist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
/obj/item/clothing/under/rank/chemist/skirt
name = "chemist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
icon_state = "chemistrywhite_skirt"
item_state = "w_suit"
item_color = "chemistrywhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Medical
*/
/obj/item/clothing/under/rank/chief_medical_officer
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "cmo"
item_state = "w_suit"
item_color = "cmo"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/chief_medical_officer/skirt
name = "chief medical officer's jumpskirt"
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
icon_state = "cmo_skirt"
item_state = "w_suit"
item_color = "cmo_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/geneticist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
item_color = "geneticswhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/geneticist/skirt
name = "geneticist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
icon_state = "geneticswhite_skirt"
item_state = "w_suit"
item_color = "geneticswhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/virologist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
item_color = "virologywhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/virologist/skirt
name = "virologist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
icon_state = "virologywhite_skirt"
item_state = "w_suit"
item_color = "virologywhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/nursesuit
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "w_suit"
item_color = "nursesuit"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
item_color = "medical"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
item_color = "scrubsblue"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/green
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
item_color = "scrubsgreen"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/purple
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
item_color = "scrubspurple"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/skirt
name = "medical doctor's jumpskirt"
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
icon_state = "medical_skirt"
item_state = "w_suit"
item_color = "medical_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Science
*/
/obj/item/clothing/under/rank/research_director
desc = "It's a suit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
name = "research director's vest suit"
icon_state = "director"
item_state = "lb_suit"
item_color = "director"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
can_adjust = FALSE
/obj/item/clothing/under/rank/research_director/skirt
name = "research director's vest suitskirt"
desc = "It's a suitskirt worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
icon_state = "director_skirt"
item_state = "lb_suit"
item_color = "director_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/research_director/alt
desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants."
name = "research director's tan suit"
icon_state = "rdwhimsy"
item_state = "rdwhimsy"
item_color = "rdwhimsy"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/research_director/alt/skirt
name = "research director's tan suitskirt"
desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants."
icon_state = "rdwhimsy_skirt"
item_state = "rdwhimsy"
item_color = "rdwhimsy_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/research_director/turtleneck
desc = "A dark purple turtleneck and tan khakis, for a director with a superior sense of style."
name = "research director's turtleneck"
icon_state = "rdturtle"
item_state = "p_suit"
item_color = "rdturtle"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/research_director/turtleneck/skirt
name = "research director's turtleneck skirt"
desc = "A dark purple turtleneck and tan khaki skirt, for a director with a superior sense of style."
icon_state = "rdturtle_skirt"
item_state = "p_suit"
item_color = "rdturtle_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/scientist
desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist."
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/scientist/skirt
name = "scientist's jumpskirt"
desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist."
icon_state = "toxinswhite_skirt"
item_state = "w_suit"
item_color = "toxinswhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/chemist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
/obj/item/clothing/under/rank/chemist/skirt
name = "chemist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
icon_state = "chemistrywhite_skirt"
item_state = "w_suit"
item_color = "chemistrywhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Medical
*/
/obj/item/clothing/under/rank/chief_medical_officer
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "cmo"
item_state = "w_suit"
item_color = "cmo"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/chief_medical_officer/skirt
name = "chief medical officer's jumpskirt"
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
icon_state = "cmo_skirt"
item_state = "w_suit"
item_color = "cmo_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/geneticist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
item_color = "geneticswhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/geneticist/skirt
name = "geneticist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
icon_state = "geneticswhite_skirt"
item_state = "w_suit"
item_color = "geneticswhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/virologist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
item_color = "virologywhite"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/virologist/skirt
name = "virologist's jumpskirt"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
icon_state = "virologywhite_skirt"
item_state = "w_suit"
item_color = "virologywhite_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/nursesuit
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "w_suit"
item_color = "nursesuit"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
item_color = "medical"
permeability_coefficient = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
item_color = "scrubsblue"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/green
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
item_color = "scrubsgreen"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/purple
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
item_color = "scrubspurple"
can_adjust = FALSE
/obj/item/clothing/under/rank/medical/skirt
name = "medical doctor's jumpskirt"
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
icon_state = "medical_skirt"
item_state = "w_suit"
item_color = "medical_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
+200 -200
View File
@@ -1,200 +1,200 @@
/*
* Contains:
* Security
* Detective
* Navy uniforms
*/
/*
* Security
*/
/obj/item/clothing/under/rank/security
name = "security jumpsuit"
desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle."
icon_state = "rsecurity"
item_state = "r_suit"
item_color = "rsecurity"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
/obj/item/clothing/under/rank/security/grey
name = "grey security jumpsuit"
desc = "A tactical relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "security"
item_state = "gy_suit"
item_color = "security"
/obj/item/clothing/under/rank/security/skirt
name = "security jumpskirt"
desc = "A \"tactical\" security jumpsuit with the legs replaced by a skirt."
icon_state = "secskirt"
item_state = "r_suit"
item_color = "secskirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE //you know now that i think of it if you adjust the skirt and the sprite disappears isn't that just like flashing everyone
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/warden
name = "security suit"
desc = "A formal security suit for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden"
item_state = "r_suit"
item_color = "rwarden"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = 3
random_sensor = FALSE
/obj/item/clothing/under/rank/warden/grey
name = "grey security suit"
desc = "A formal relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "warden"
item_state = "gy_suit"
item_color = "warden"
/obj/item/clothing/under/rank/warden/skirt
name = "warden's suitskirt"
desc = "A formal security suitskirt for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden_skirt"
item_state = "r_suit"
item_color = "rwarden_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Detective
*/
/obj/item/clothing/under/rank/det
name = "hard-worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
item_color = "detective"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = 3
random_sensor = FALSE
/obj/item/clothing/under/rank/det/skirt
name = "detective's suitskirt"
desc = "Someone who wears this means business."
icon_state = "detective_skirt"
item_state = "det"
item_color = "detective_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/det/grey
name = "noir suit"
desc = "A hard-boiled private investigator's grey suit, complete with tie clip."
icon_state = "greydet"
item_state = "greydet"
item_color = "greydet"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/det/grey/skirt
name = "noir suitskirt"
desc = "A hard-boiled private investigator's grey suitskirt, complete with tie clip."
icon_state = "greydet_skirt"
item_state = "greydet"
item_color = "greydet_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Head of Security
*/
/obj/item/clothing/under/rank/head_of_security
name = "head of security's jumpsuit"
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos"
item_state = "r_suit"
item_color = "rhos"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
alt_covers_chest = TRUE
sensor_mode = 3
random_sensor = FALSE
/obj/item/clothing/under/rank/head_of_security/skirt
name = "head of security's jumpskirt"
desc = "A security jumpskirt decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos_skirt"
item_state = "r_suit"
item_color = "rhos_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/head_of_security/grey
name = "head of security's grey jumpsuit"
desc = "There are old men, and there are bold men, but there are very few old, bold men."
icon_state = "hos"
item_state = "gy_suit"
item_color = "hos"
/obj/item/clothing/under/rank/head_of_security/alt
name = "head of security's turtleneck"
desc = "A stylish alternative to the normal head of security jumpsuit, complete with tactical pants."
icon_state = "hosalt"
item_state = "bl_suit"
item_color = "hosalt"
/obj/item/clothing/under/rank/head_of_security/alt/skirt
name = "head of security's turtleneck skirt"
desc = "A stylish alternative to the normal head of security jumpsuit, complete with a tactical skirt."
icon_state = "hosalt_skirt"
item_state = "bl_suit"
item_color = "hosalt_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Navy uniforms
*/
/obj/item/clothing/under/rank/security/navyblue
name = "security officer's formal uniform"
desc = "The latest in fashionable security outfits."
icon_state = "officerblueclothes"
item_state = "officerblueclothes"
item_color = "officerblueclothes"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/head_of_security/navyblue
desc = "The insignia on this uniform tells you that this uniform belongs to the Head of Security."
name = "head of security's formal uniform"
icon_state = "hosblueclothes"
item_state = "hosblueclothes"
item_color = "hosblueclothes"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/warden/navyblue
desc = "The insignia on this uniform tells you that this uniform belongs to the Warden."
name = "warden's formal uniform"
icon_state = "wardenblueclothes"
item_state = "wardenblueclothes"
item_color = "wardenblueclothes"
alt_covers_chest = TRUE
/*
*Blueshirt
*/
/obj/item/clothing/under/rank/security/blueshirt
name = "blue shirt and tie"
desc = "I'm a little busy right now, Calhoun."
icon_state = "blueshift"
item_state = "blueshift"
item_color = "blueshift"
can_adjust = FALSE
/*
*Spacepol
*/
/obj/item/clothing/under/rank/security/spacepol
name = "police uniform"
desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol."
icon_state = "spacepol"
item_state = "spacepol"
item_color = "spacepol"
can_adjust = FALSE
/*
* Contains:
* Security
* Detective
* Navy uniforms
*/
/*
* Security
*/
/obj/item/clothing/under/rank/security
name = "security jumpsuit"
desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle."
icon_state = "rsecurity"
item_state = "r_suit"
item_color = "rsecurity"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
/obj/item/clothing/under/rank/security/grey
name = "grey security jumpsuit"
desc = "A tactical relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "security"
item_state = "gy_suit"
item_color = "security"
/obj/item/clothing/under/rank/security/skirt
name = "security jumpskirt"
desc = "A \"tactical\" security jumpsuit with the legs replaced by a skirt."
icon_state = "secskirt"
item_state = "r_suit"
item_color = "secskirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE //you know now that i think of it if you adjust the skirt and the sprite disappears isn't that just like flashing everyone
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/warden
name = "security suit"
desc = "A formal security suit for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden"
item_state = "r_suit"
item_color = "rwarden"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = 3
random_sensor = FALSE
/obj/item/clothing/under/rank/warden/grey
name = "grey security suit"
desc = "A formal relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "warden"
item_state = "gy_suit"
item_color = "warden"
/obj/item/clothing/under/rank/warden/skirt
name = "warden's suitskirt"
desc = "A formal security suitskirt for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden_skirt"
item_state = "r_suit"
item_color = "rwarden_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Detective
*/
/obj/item/clothing/under/rank/det
name = "hard-worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
item_color = "detective"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = 3
random_sensor = FALSE
/obj/item/clothing/under/rank/det/skirt
name = "detective's suitskirt"
desc = "Someone who wears this means business."
icon_state = "detective_skirt"
item_state = "det"
item_color = "detective_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/det/grey
name = "noir suit"
desc = "A hard-boiled private investigator's grey suit, complete with tie clip."
icon_state = "greydet"
item_state = "greydet"
item_color = "greydet"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/det/grey/skirt
name = "noir suitskirt"
desc = "A hard-boiled private investigator's grey suitskirt, complete with tie clip."
icon_state = "greydet_skirt"
item_state = "greydet"
item_color = "greydet_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Head of Security
*/
/obj/item/clothing/under/rank/head_of_security
name = "head of security's jumpsuit"
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos"
item_state = "r_suit"
item_color = "rhos"
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
alt_covers_chest = TRUE
sensor_mode = 3
random_sensor = FALSE
/obj/item/clothing/under/rank/head_of_security/skirt
name = "head of security's jumpskirt"
desc = "A security jumpskirt decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos_skirt"
item_state = "r_suit"
item_color = "rhos_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/rank/head_of_security/grey
name = "head of security's grey jumpsuit"
desc = "There are old men, and there are bold men, but there are very few old, bold men."
icon_state = "hos"
item_state = "gy_suit"
item_color = "hos"
/obj/item/clothing/under/rank/head_of_security/alt
name = "head of security's turtleneck"
desc = "A stylish alternative to the normal head of security jumpsuit, complete with tactical pants."
icon_state = "hosalt"
item_state = "bl_suit"
item_color = "hosalt"
/obj/item/clothing/under/rank/head_of_security/alt/skirt
name = "head of security's turtleneck skirt"
desc = "A stylish alternative to the normal head of security jumpsuit, complete with a tactical skirt."
icon_state = "hosalt_skirt"
item_state = "bl_suit"
item_color = "hosalt_skirt"
body_parts_covered = CHEST|GROIN|ARMS
can_adjust = FALSE
fitted = FEMALE_UNIFORM_TOP
/*
* Navy uniforms
*/
/obj/item/clothing/under/rank/security/navyblue
name = "security officer's formal uniform"
desc = "The latest in fashionable security outfits."
icon_state = "officerblueclothes"
item_state = "officerblueclothes"
item_color = "officerblueclothes"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/head_of_security/navyblue
desc = "The insignia on this uniform tells you that this uniform belongs to the Head of Security."
name = "head of security's formal uniform"
icon_state = "hosblueclothes"
item_state = "hosblueclothes"
item_color = "hosblueclothes"
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/warden/navyblue
desc = "The insignia on this uniform tells you that this uniform belongs to the Warden."
name = "warden's formal uniform"
icon_state = "wardenblueclothes"
item_state = "wardenblueclothes"
item_color = "wardenblueclothes"
alt_covers_chest = TRUE
/*
*Blueshirt
*/
/obj/item/clothing/under/rank/security/blueshirt
name = "blue shirt and tie"
desc = "I'm a little busy right now, Calhoun."
icon_state = "blueshift"
item_state = "blueshift"
item_color = "blueshift"
can_adjust = FALSE
/*
*Spacepol
*/
/obj/item/clothing/under/rank/security/spacepol
name = "police uniform"
desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol."
icon_state = "spacepol"
item_state = "spacepol"
item_color = "spacepol"
can_adjust = FALSE
+108 -108
View File
@@ -1,108 +1,108 @@
/obj/item/clothing/under/pants
gender = PLURAL
body_parts_covered = GROIN|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
/obj/item/clothing/under/pants/classicjeans
name = "classic jeans"
desc = "You feel cooler already."
icon_state = "jeansclassic"
item_color = "jeansclassic"
/obj/item/clothing/under/pants/mustangjeans
name = "Must Hang jeans"
desc = "Made in the finest space jeans factory this side of Alpha Centauri."
icon_state = "jeansmustang"
item_color = "jeansmustang"
/obj/item/clothing/under/pants/blackjeans
name = "black jeans"
desc = "Only for those who can pull it off."
icon_state = "jeansblack"
item_color = "jeansblack"
/obj/item/clothing/under/pants/youngfolksjeans
name = "Young Folks jeans"
desc = "For those tired of boring old jeans. Relive the passion of your youth!"
icon_state = "jeansyoungfolks"
item_color = "jeansyoungfolks"
/obj/item/clothing/under/pants/white
name = "white pants"
desc = "Plain white pants. Boring."
icon_state = "whitepants"
item_color = "whitepants"
/obj/item/clothing/under/pants/red
name = "red pants"
desc = "Bright red pants. Overflowing with personality."
icon_state = "redpants"
item_color = "redpants"
/obj/item/clothing/under/pants/black
name = "black pants"
desc = "These pants are dark, like your soul."
icon_state = "blackpants"
item_color = "blackpants"
/obj/item/clothing/under/pants/tan
name = "tan pants"
desc = "Some tan pants. You look like a white collar worker with these on."
icon_state = "tanpants"
item_color = "tanpants"
/obj/item/clothing/under/pants/track
name = "track pants"
desc = "A pair of track pants, for the athletic."
icon_state = "trackpants"
item_color = "trackpants"
/obj/item/clothing/under/pants/jeans
name = "jeans"
desc = "A nondescript pair of tough blue jeans."
icon_state = "jeans"
item_color = "jeans"
/obj/item/clothing/under/pants/khaki
name = "khaki pants"
desc = "A pair of dust beige khaki pants."
icon_state = "khaki"
item_color = "khaki"
/obj/item/clothing/under/pants/camo
name = "camo pants"
desc = "A pair of woodland camouflage pants. Probably not the best choice for a space station."
icon_state = "camopants"
item_color = "camopants"
/obj/item/clothing/under/pants/jeanripped
name = "ripped jeans"
desc = "If you're wearing this you're poor or a rebel"
icon_state = "jean_ripped"
item_color = "jean_ripped"
/obj/item/clothing/under/pants/jeanshort
name = "jean shorts"
desc = "These are really just jeans cut in half"
icon_state = "jean_shorts"
item_color = "jean_shorts"
/obj/item/clothing/under/pants/denimskirt
name = "denim skirt"
desc = "These are really just a jean leg hole cut from a pair"
icon_state = "denim_skirt"
item_color = "denim_skirt"
/obj/item/clothing/under/pants/chaps
name = "black chaps"
body_parts_covered = LEGS
desc = "Yeehaw"
icon_state = "chaps"
item_color = "chaps"
/obj/item/clothing/under/pants/yoga
name = "yoga pants"
desc = "Comfy!"
icon_state = "yoga_pants"
item_color = "yoga_pants"
/obj/item/clothing/under/pants
gender = PLURAL
body_parts_covered = GROIN|LEGS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
/obj/item/clothing/under/pants/classicjeans
name = "classic jeans"
desc = "You feel cooler already."
icon_state = "jeansclassic"
item_color = "jeansclassic"
/obj/item/clothing/under/pants/mustangjeans
name = "Must Hang jeans"
desc = "Made in the finest space jeans factory this side of Alpha Centauri."
icon_state = "jeansmustang"
item_color = "jeansmustang"
/obj/item/clothing/under/pants/blackjeans
name = "black jeans"
desc = "Only for those who can pull it off."
icon_state = "jeansblack"
item_color = "jeansblack"
/obj/item/clothing/under/pants/youngfolksjeans
name = "Young Folks jeans"
desc = "For those tired of boring old jeans. Relive the passion of your youth!"
icon_state = "jeansyoungfolks"
item_color = "jeansyoungfolks"
/obj/item/clothing/under/pants/white
name = "white pants"
desc = "Plain white pants. Boring."
icon_state = "whitepants"
item_color = "whitepants"
/obj/item/clothing/under/pants/red
name = "red pants"
desc = "Bright red pants. Overflowing with personality."
icon_state = "redpants"
item_color = "redpants"
/obj/item/clothing/under/pants/black
name = "black pants"
desc = "These pants are dark, like your soul."
icon_state = "blackpants"
item_color = "blackpants"
/obj/item/clothing/under/pants/tan
name = "tan pants"
desc = "Some tan pants. You look like a white collar worker with these on."
icon_state = "tanpants"
item_color = "tanpants"
/obj/item/clothing/under/pants/track
name = "track pants"
desc = "A pair of track pants, for the athletic."
icon_state = "trackpants"
item_color = "trackpants"
/obj/item/clothing/under/pants/jeans
name = "jeans"
desc = "A nondescript pair of tough blue jeans."
icon_state = "jeans"
item_color = "jeans"
/obj/item/clothing/under/pants/khaki
name = "khaki pants"
desc = "A pair of dust beige khaki pants."
icon_state = "khaki"
item_color = "khaki"
/obj/item/clothing/under/pants/camo
name = "camo pants"
desc = "A pair of woodland camouflage pants. Probably not the best choice for a space station."
icon_state = "camopants"
item_color = "camopants"
/obj/item/clothing/under/pants/jeanripped
name = "ripped jeans"
desc = "If you're wearing this you're poor or a rebel"
icon_state = "jean_ripped"
item_color = "jean_ripped"
/obj/item/clothing/under/pants/jeanshort
name = "jean shorts"
desc = "These are really just jeans cut in half"
icon_state = "jean_shorts"
item_color = "jean_shorts"
/obj/item/clothing/under/pants/denimskirt
name = "denim skirt"
desc = "These are really just a jean leg hole cut from a pair"
icon_state = "denim_skirt"
item_color = "denim_skirt"
/obj/item/clothing/under/pants/chaps
name = "black chaps"
body_parts_covered = LEGS
desc = "Yeehaw"
icon_state = "chaps"
item_color = "chaps"
/obj/item/clothing/under/pants/yoga
name = "yoga pants"
desc = "Comfy!"
icon_state = "yoga_pants"
item_color = "yoga_pants"
+36 -36
View File
@@ -1,37 +1,37 @@
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
gender = PLURAL
body_parts_covered = GROIN
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
/obj/item/clothing/under/shorts/red
name = "red athletic shorts"
icon_state = "redshorts"
item_color = "redshorts"
/obj/item/clothing/under/shorts/green
name = "green athletic shorts"
icon_state = "greenshorts"
item_color = "greenshorts"
/obj/item/clothing/under/shorts/blue
name = "blue athletic shorts"
icon_state = "blueshorts"
item_color = "blueshorts"
/obj/item/clothing/under/shorts/black
name = "black athletic shorts"
icon_state = "blackshorts"
item_color = "blackshorts"
/obj/item/clothing/under/shorts/grey
name = "grey athletic shorts"
icon_state = "greyshorts"
item_color = "greyshorts"
/obj/item/clothing/under/shorts/purple
name = "purple athletic shorts"
icon_state = "purpleshorts"
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
gender = PLURAL
body_parts_covered = GROIN
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
/obj/item/clothing/under/shorts/red
name = "red athletic shorts"
icon_state = "redshorts"
item_color = "redshorts"
/obj/item/clothing/under/shorts/green
name = "green athletic shorts"
icon_state = "greenshorts"
item_color = "greenshorts"
/obj/item/clothing/under/shorts/blue
name = "blue athletic shorts"
icon_state = "blueshorts"
item_color = "blueshorts"
/obj/item/clothing/under/shorts/black
name = "black athletic shorts"
icon_state = "blackshorts"
item_color = "blackshorts"
/obj/item/clothing/under/shorts/grey
name = "grey athletic shorts"
icon_state = "greyshorts"
item_color = "greyshorts"
/obj/item/clothing/under/shorts/purple
name = "purple athletic shorts"
icon_state = "purpleshorts"
item_color = "purpleshorts"
+89 -89
View File
@@ -1,89 +1,89 @@
/obj/item/clothing/under/syndicate
name = "tactical turtleneck"
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants."
icon_state = "syndicate"
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = NO_SENSORS
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
/obj/item/clothing/under/syndicate/skirt
name = "tactical skirtleneck"
desc = "A non-descript and slightly suspicious looking skirtleneck."
icon_state = "syndicate_skirt"
item_state = "bl_suit"
item_color = "syndicate_skirt"
has_sensor = NO_SENSORS
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/tacticool/skirt
name = "tacticool skirtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool_skirt"
item_state = "bl_suit"
item_color = "tactifool_skirt"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "black_suit"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/camo
name = "camouflage fatigues"
desc = "A green military camouflage uniform."
icon_state = "camogreen"
item_state = "g_suit"
item_color = "camogreen"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/soviet
name = "Ratnik 5 tracksuit"
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
icon_state = "trackpants"
item_color = "trackpants"
can_adjust = FALSE
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/combat
name = "combat uniform"
desc = "With a suit lined with this many pockets, you are ready to operate."
icon_state = "syndicate_combat"
item_color = "syndicate_combat"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/rus_army
name = "advanced military tracksuit"
desc = "Military grade tracksuits for frontline squatting."
icon_state = "rus_under"
item_color = "rus_under"
can_adjust = FALSE
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/baseball
name = "major league, number unknown"
desc = "A major league outfit with the number faded number on the back. Seems rather robust for just a game..."
icon_state = "syndicatebaseball"
item_state = "syndicatebaseball"
item_color = "syndicatebaseball"
has_sensor = NO_SENSORS
armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
/obj/item/clothing/under/syndicate
name = "tactical turtleneck"
desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants."
icon_state = "syndicate"
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = NO_SENSORS
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
/obj/item/clothing/under/syndicate/skirt
name = "tactical skirtleneck"
desc = "A non-descript and slightly suspicious looking skirtleneck."
icon_state = "syndicate_skirt"
item_state = "bl_suit"
item_color = "syndicate_skirt"
has_sensor = NO_SENSORS
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
item_color = "tactifool"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
/obj/item/clothing/under/syndicate/tacticool/skirt
name = "tacticool skirtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool_skirt"
item_state = "bl_suit"
item_color = "tactifool_skirt"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
fitted = FEMALE_UNIFORM_TOP
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp."
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "black_suit"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/camo
name = "camouflage fatigues"
desc = "A green military camouflage uniform."
icon_state = "camogreen"
item_state = "g_suit"
item_color = "camogreen"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/soviet
name = "Ratnik 5 tracksuit"
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
icon_state = "trackpants"
item_color = "trackpants"
can_adjust = FALSE
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/combat
name = "combat uniform"
desc = "With a suit lined with this many pockets, you are ready to operate."
icon_state = "syndicate_combat"
item_color = "syndicate_combat"
can_adjust = FALSE
/obj/item/clothing/under/syndicate/rus_army
name = "advanced military tracksuit"
desc = "Military grade tracksuits for frontline squatting."
icon_state = "rus_under"
item_color = "rus_under"
can_adjust = FALSE
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/baseball
name = "major league, number unknown"
desc = "A major league outfit with the number faded number on the back. Seems rather robust for just a game..."
icon_state = "syndicatebaseball"
item_state = "syndicatebaseball"
item_color = "syndicatebaseball"
has_sensor = NO_SENSORS
armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
alt_covers_chest = TRUE