Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit273
This commit is contained in:
@@ -4,7 +4,7 @@
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name = "space helmet"
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icon_state = "spaceold"
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desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SNUG_FIT
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item_state = "spaceold"
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permeability_coefficient = 0.01
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
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@@ -547,7 +547,7 @@
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changeWearer()
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..()
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/obj/item/flightpack/item_action_slot_check(slot)
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/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == ITEM_SLOT_BACK)
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return TRUE
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@@ -574,7 +574,7 @@
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momentum_speed_y = 0
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momentum_speed = max(momentum_speed_x, momentum_speed_y)
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/obj/item/flightpack/item_action_slot_check(slot)
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/obj/item/flightpack/item_action_slot_check(slot, mob/user, datum/action/A)
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return slot == SLOT_BACK
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/obj/item/flightpack/proc/enable_stabilizers()
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@@ -730,7 +730,7 @@
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if(!active)
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clothing_flags &= ~NOSLIP
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/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
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/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot, mob/user, datum/action/A)
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return slot == SLOT_SHOES
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/obj/item/clothing/shoes/flightshoes/proc/delink_suit()
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@@ -5,6 +5,7 @@
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icon_state = "hardsuit0-engineering"
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item_state = "eng_helm"
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max_integrity = 300
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clothing_flags = SNUG_FIT
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armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
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var/basestate = "hardsuit"
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var/brightness_on = 4 //luminosity when on
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@@ -47,7 +48,7 @@
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suit.RemoveHelmet()
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soundloop.stop(user)
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/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
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/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_HEAD)
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return 1
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@@ -158,7 +159,7 @@
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var/datum/action/A = X
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A.Remove(user)
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/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
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/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
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return 1
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@@ -605,7 +606,6 @@
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armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
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item_color = "ancient"
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resistance_flags = FIRE_PROOF
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var/datum/component/mobhook
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/obj/item/clothing/suit/space/hardsuit/ancient
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name = "prototype RIG hardsuit"
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@@ -617,7 +617,7 @@
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
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resistance_flags = FIRE_PROOF
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var/footstep = 1
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var/datum/component/mobhook
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var/mob/listeningTo
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/obj/item/clothing/suit/space/hardsuit/ancient/mason
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name = "M.A.S.O.N RIG"
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@@ -674,20 +674,24 @@
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/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
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. = ..()
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if (slot == SLOT_WEAR_SUIT)
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if (mobhook && mobhook.parent != user)
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QDEL_NULL(mobhook)
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if (!mobhook)
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mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/on_mob_move)))
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else
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QDEL_NULL(mobhook)
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if(slot != SLOT_WEAR_SUIT)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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return
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if(listeningTo == user)
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return
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
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listeningTo = user
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/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
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. = ..()
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QDEL_NULL(mobhook)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
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QDEL_NULL(mobhook) // mobhook is not our component
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listeningTo = null
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return ..()
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/////////////SHIELDED//////////////////////////////////
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@@ -864,3 +868,133 @@
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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actions_types = list()
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/*
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CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
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*/
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
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name = "cydonian helmet"
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desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
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icon_state = "knight_cydonia"
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item_state = "knight_yellow"
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item_color = null
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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heat_protection = HEAD
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
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brightness_on = 7
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
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var/energy_color = "#35FFF0"
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var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
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mutantrace_variation = NO_MUTANTRACE_VARIATION
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/Initialize()
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. = ..()
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if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
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var/obj/item/clothing/suit/space/hardsuit/lavaknight/S = loc
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energy_color = S.energy_color
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update_icon()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
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on = !on
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if(on)
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set_light(brightness_on)
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else
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set_light(0)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/helm_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
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if(energy_color)
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helm_overlay.color = energy_color
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(helm_overlay)
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
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. = ..()
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if(!isinhands)
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var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
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energy_overlay.plane = ABOVE_LIGHTING_LAYER
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energy_overlay.color = energy_color
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. += energy_overlay
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/obj/item/clothing/suit/space/hardsuit/lavaknight
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icon_state = "knight_cydonia"
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name = "cydonian armor"
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desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
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item_state = "swat_suit"
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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tauric = TRUE //Citadel Add for tauric hardsuits
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var/energy_color = "#35FFF0"
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/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
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..()
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light_color = energy_color
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set_light(1)
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update_icon()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/suit_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
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if(energy_color)
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suit_overlay.color = energy_color
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(suit_overlay)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
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. = ..()
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if(!isinhands)
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var/mutable_appearance/energy_overlay
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if(taurmode == SNEK_TAURIC)
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energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_naga.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
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else if(taurmode == PAW_TAURIC)
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energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_canine.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
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else
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energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
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energy_overlay.plane = ABOVE_LIGHTING_LAYER
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energy_overlay.color = energy_color
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. += energy_overlay
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/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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if(user.incapacitated() || !istype(user) || !in_range(src, user))
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return
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if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"","Choose Energy Color",energy_color) as color|null
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if(energy_color_input)
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energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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user.update_inv_wear_suit()
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if(helmet)
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var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/H = helmet
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H.energy_color = energy_color
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user.update_inv_head()
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H.update_icon()
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update_icon()
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user.update_inv_wear_suit()
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light_color = energy_color
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update_light()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
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