it continues
This commit is contained in:
@@ -4,7 +4,7 @@
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max_integrity = 200
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integrity_failure = 0.4
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block_priority = BLOCK_PRIORITY_CLOTHING
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var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
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var/damaged_clothes = CLOTHING_PRISTINE //similar to machine's BROKEN stat and structure's broken var
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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
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var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
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@@ -28,6 +28,9 @@
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var/clothing_flags = NONE
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// What items can be consumed to repair this clothing (must by an /obj/item/stack)
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var/repairable_by = /obj/item/stack/sheet/cloth
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//Var modification - PLEASE be careful with this I know who you are and where you live
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var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts"
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var/list/user_vars_remembered //Auto built by the above + dropped() + equipped()
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@@ -45,7 +48,17 @@
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var/list/species_restricted = null
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//Basically syntax is species_restricted = list("Species Name","Species Name")
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//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
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//You append this to clothing objects.
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//You append this to clothing objects
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// How much clothing damage has been dealt to each of the limbs of the clothing, assuming it covers more than one limb
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var/list/damage_by_parts
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// How much integrity is in a specific limb before that limb is disabled (for use in [/obj/item/clothing/proc/take_damage_zone], and only if we cover multiple zones.) Set to 0 to disable shredding.
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var/limb_integrity = 0
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// How many zones (body parts, not precise) we have disabled so far, for naming purposes
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var/zones_disabled
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.
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/obj/item/clothing/Initialize()
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. = ..()
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@@ -83,15 +96,105 @@
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return ..()
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/obj/item/clothing/attackby(obj/item/W, mob/user, params)
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if(damaged_clothes && istype(W, /obj/item/stack/sheet/cloth))
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var/obj/item/stack/sheet/cloth/C = W
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C.use(1)
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update_clothes_damaged_state(FALSE)
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You fix the damage on [src] with [C].</span>")
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if(damaged_clothes && istype(W, repairable_by))
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var/obj/item/stack/S = W
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switch(damaged_clothes)
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if(CLOTHING_DAMAGED)
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S.use(1)
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repair(user, params)
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if(CLOTHING_SHREDDED)
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if(S.amount < 3)
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to_chat(user, "<span class='warning'>You require 3 [S.name] to repair [src].</span>")
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return
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to_chat(user, "<span class='notice'>You begin fixing the damage to [src] with [S]...</span>")
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if(do_after(user, 6 SECONDS, TRUE, src))
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if(S.use(3))
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repair(user, params)
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return 1
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return ..()
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// Set the clothing's integrity back to 100%, remove all damage to bodyparts, and generally fix it up
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/obj/item/clothing/proc/repair(mob/user, params)
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damaged_clothes = CLOTHING_PRISTINE
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update_clothes_damaged_state()
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obj_integrity = max_integrity
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name = initial(name) // remove "tattered" or "shredded" if there's a prefix
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body_parts_covered = initial(body_parts_covered)
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slot_flags = initial(slot_flags)
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damage_by_parts = null
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if(user)
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UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
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to_chat(user, "<span class='notice'>You fix the damage on [src].</span>")
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/**
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* take_damage_zone() is used for dealing damage to specific bodyparts on a worn piece of clothing, meant to be called from [/obj/item/bodypart/proc/check_woundings_mods()]
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*
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* This proc only matters when a bodypart that this clothing is covering is harmed by a direct attack (being on fire or in space need not apply), and only if this clothing covers
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* more than one bodypart to begin with. No point in tracking damage by zone for a hat, and I'm not cruel enough to let you fully break them in a few shots.
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* Also if limb_integrity is 0, then this clothing doesn't have bodypart damage enabled so skip it.
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*
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* Arguments:
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* * def_zone: The bodypart zone in question
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* * damage_amount: Incoming damage
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* * damage_type: BRUTE or BURN
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* * armour_penetration: If the attack had armour_penetration
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*/
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/obj/item/clothing/proc/take_damage_zone(def_zone, damage_amount, damage_type, armour_penetration)
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if(!def_zone || !limb_integrity || (initial(body_parts_covered) in GLOB.bitflags)) // the second check sees if we only cover one bodypart anyway and don't need to bother with this
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return
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var/list/covered_limbs = body_parts_covered2organ_names(body_parts_covered) // what do we actually cover?
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if(!(def_zone in covered_limbs))
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return
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var/damage_dealt = take_damage(damage_amount * 0.1, damage_type, armour_penetration, FALSE) * 10 // only deal 10% of the damage to the general integrity damage, then multiply it by 10 so we know how much to deal to limb
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LAZYINITLIST(damage_by_parts)
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damage_by_parts[def_zone] += damage_dealt
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if(damage_by_parts[def_zone] > limb_integrity)
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disable_zone(def_zone, damage_type)
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/**
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* disable_zone() is used to disable a given bodypart's protection on our clothing item, mainly from [/obj/item/clothing/proc/take_damage_zone()]
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*
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* This proc disables all protection on the specified bodypart for this piece of clothing: it'll be as if it doesn't cover it at all anymore (because it won't!)
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* If every possible bodypart has been disabled on the clothing, we put it out of commission entirely and mark it as shredded, whereby it will have to be repaired in
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* order to equip it again. Also note we only consider it damaged if there's more than one bodypart disabled.
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*
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* Arguments:
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* * def_zone: The bodypart zone we're disabling
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* * damage_type: Only really relevant for the verb for describing the breaking, and maybe obj_destruction()
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*/
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/obj/item/clothing/proc/disable_zone(def_zone, damage_type)
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var/list/covered_limbs = body_parts_covered2organ_names(body_parts_covered)
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if(!(def_zone in covered_limbs))
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return
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var/zone_name = parse_zone(def_zone)
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var/break_verb = ((damage_type == BRUTE) ? "torn" : "burned")
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if(iscarbon(loc))
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var/mob/living/carbon/C = loc
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C.visible_message("<span class='danger'>The [zone_name] on [C]'s [src.name] is [break_verb] away!</span>", "<span class='userdanger'>The [zone_name] on your [src.name] is [break_verb] away!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
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RegisterSignal(C, COMSIG_MOVABLE_MOVED, .proc/bristle)
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zones_disabled++
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for(var/i in zone2body_parts_covered(def_zone))
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body_parts_covered &= ~i
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if(body_parts_covered == NONE) // if there are no more parts to break then the whole thing is kaput
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obj_destruction((damage_type == BRUTE ? "melee" : "laser")) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs
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return
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damaged_clothes = CLOTHING_DAMAGED
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switch(zones_disabled)
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if(1)
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name = "damaged [initial(name)]"
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if(2)
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name = "mangy [initial(name)]"
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if(3 to INFINITY) // take better care of your shit, dude
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name = "tattered [initial(name)]"
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update_clothes_damaged_state()
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/obj/item/clothing/Destroy()
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user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up
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return ..()
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@@ -100,6 +203,7 @@
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..()
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if(!istype(user))
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return
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UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
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if(LAZYLEN(user_vars_remembered))
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for(var/variable in user_vars_remembered)
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if(variable in user.vars)
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@@ -112,7 +216,9 @@
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if (!istype(user))
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return
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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if (LAZYLEN(user_vars_to_edit))
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if(iscarbon(user) && LAZYLEN(zones_disabled))
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/bristle)
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if(LAZYLEN(user_vars_to_edit))
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for(var/variable in user_vars_to_edit)
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if(variable in user.vars)
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LAZYSET(user_vars_remembered, variable, user.vars[variable])
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@@ -120,8 +226,19 @@
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/obj/item/clothing/examine(mob/user)
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. = ..()
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if(damaged_clothes)
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. += "<span class='warning'>It looks damaged!</span>"
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if(damaged_clothes == CLOTHING_SHREDDED)
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. += "<span class='warning'><b>It is completely shredded and requires mending before it can be worn again!</b></span>"
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return
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for(var/zone in damage_by_parts)
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var/pct_damage_part = damage_by_parts[zone] / limb_integrity * 100
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var/zone_name = parse_zone(zone)
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switch(pct_damage_part)
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if(100 to INFINITY)
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. += "<span class='warning'><b>The [zone_name] is useless and requires mending!</b></span>"
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if(60 to 99)
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. += "<span class='warning'>The [zone_name] is heavily shredded!</span>"
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if(30 to 59)
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. += "<span class='danger'>The [zone_name] is partially shredded.</span>"
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var/datum/component/storage/pockets = GetComponent(/datum/component/storage)
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if(pockets)
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var/list/how_cool_are_your_threads = list("<span class='notice'>")
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@@ -139,8 +256,8 @@
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. += how_cool_are_your_threads.Join()
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/obj/item/clothing/obj_break(damage_flag)
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if(!damaged_clothes)
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update_clothes_damaged_state(TRUE)
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damaged_clothes = CLOTHING_DAMAGED
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update_clothes_damaged_state()
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if(ismob(loc)) //It's not important enough to warrant a message if nobody's wearing it
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var/mob/M = loc
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to_chat(M, "<span class='warning'>Your [name] starts to fall apart!</span>")
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@@ -222,16 +339,25 @@ BLIND // can't see anything
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/obj/item/clothing/obj_destruction(damage_flag)
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if(damage_flag == "bomb" || damage_flag == "melee")
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if(damage_flag == "bomb")
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var/turf/T = get_turf(src)
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spawn(1) //so the shred survives potential turf change from the explosion.
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var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
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Shreds.desc = "The sad remains of what used to be [name]."
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deconstruct(FALSE)
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else if(!(damage_flag in list("acid", "fire")))
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damaged_clothes = CLOTHING_SHREDDED
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body_parts_covered = NONE
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name = "shredded [initial(name)]"
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slot_flags = NONE
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update_clothes_damaged_state()
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if(ismob(loc))
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var/mob/M = loc
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M.visible_message("<span class='danger'>[M]'s [src.name] falls off, completely shredded!</span>", "<span class='warning'><b>Your [src.name] falls off, completely shredded!</b></span>", vision_distance = COMBAT_MESSAGE_RANGE)
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M.dropItemToGround(src)
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else
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..()
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//Species-restricted clothing check. - Thanks Oraclestation, BS13, /vg/station etc.
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/obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = TRUE)
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@@ -265,3 +391,12 @@ BLIND // can't see anything
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return FALSE
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return TRUE
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/// If we're a clothing with at least 1 shredded/disabled zone, give the wearer a periodic heads up letting them know their clothes are damaged
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/obj/item/clothing/proc/bristle(mob/living/L)
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if(!istype(L))
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return
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if(prob(0.2))
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to_chat(L, "<span class='warning'>The damaged threads on your [src.name] chafe!</span>")
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@@ -34,7 +34,7 @@
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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/obj/item/clothing/gloves/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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@@ -56,7 +56,7 @@
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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/obj/item/clothing/head/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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@@ -37,7 +37,7 @@
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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/obj/item/clothing/mask/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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@@ -85,7 +85,7 @@
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restore_offsets(user)
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. = ..()
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/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE)
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/obj/item/clothing/shoes/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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@@ -10,6 +10,7 @@
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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limb_integrity = 0 // disabled for most exo-suits
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mutantrace_variation = STYLE_DIGITIGRADE
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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@@ -28,7 +29,7 @@
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if(A.above_suit)
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. += U.accessory_overlay
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/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
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/obj/item/clothing/suit/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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@@ -8,7 +8,8 @@
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equip_delay_other = 40
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max_integrity = 250
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resistance_flags = NONE
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 15)
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/obj/item/clothing/suit/armor/Initialize()
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. = ..()
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@@ -57,7 +58,7 @@
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icon_state = "hos"
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item_state = "greatcoat"
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body_parts_covered = CHEST|GROIN|ARMS|LEGS
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90)
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 20)
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cold_protection = CHEST|GROIN|LEGS|ARMS
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heat_protection = CHEST|GROIN|LEGS|ARMS
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strip_delay = 80
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@@ -123,7 +124,7 @@
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icon_state = "capcarapace"
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item_state = "armor"
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body_parts_covered = CHEST|GROIN
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armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90)
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armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10)
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dog_fashion = null
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resistance_flags = FIRE_PROOF
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@@ -147,7 +148,7 @@
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 30)
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blocks_shove_knockdown = TRUE
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strip_delay = 80
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equip_delay_other = 60
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@@ -158,7 +159,7 @@
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icon_state = "bonearmor"
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item_state = "bonearmor"
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blood_overlay_type = "armor"
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armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
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/obj/item/clothing/suit/armor/bulletproof
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@@ -167,7 +168,7 @@
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icon_state = "bulletproof"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50 "wound" = 20)
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strip_delay = 70
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equip_delay_other = 50
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mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
@@ -285,7 +286,7 @@
|
||||
desc = "A classic suit of armour, able to be made from many different materials."
|
||||
icon_state = "knight_greyscale"
|
||||
item_state = "knight_greyscale"
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40)
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40, "wound" = 15)
|
||||
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/durathread
|
||||
@@ -304,7 +305,7 @@
|
||||
desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?"
|
||||
icon_state = "rus_armor"
|
||||
item_state = "rus_armor"
|
||||
armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50)
|
||||
armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50, "wound" = 10)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/russian_coat
|
||||
name = "russian battle coat"
|
||||
@@ -315,4 +316,4 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50)
|
||||
armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10)
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
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)
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20)
|
||||
allowed = list(/obj/item/teleportation_scroll)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 50
|
||||
|
||||
@@ -5,8 +5,9 @@
|
||||
permeability_coefficient = 0.9
|
||||
block_priority = BLOCK_PRIORITY_UNIFORM
|
||||
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)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
|
||||
limb_integrity = 30
|
||||
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
|
||||
@@ -39,7 +40,7 @@
|
||||
if(!attach_accessory(I, user))
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE)
|
||||
/obj/item/clothing/under/update_clothes_damaged_state()
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
|
||||
@@ -34,8 +34,9 @@
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
/obj/item/clothing/under/rank/cargo/miner
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
name = "shaft miner's jumpsuit"
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 0, "wound" = 10)
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
/obj/item/clothing/under/rank/captain/suit
|
||||
name = "captain's suit"
|
||||
desc = "A green suit and yellow necktie. Exemplifies authority."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 15)
|
||||
icon_state = "green_suit"
|
||||
item_state = "dg_suit"
|
||||
can_adjust = FALSE
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle."
|
||||
icon_state = "rsecurity"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/security/officer/grey
|
||||
name = "grey security jumpsuit"
|
||||
@@ -67,7 +67,7 @@
|
||||
desc = "A formal security suit for officers complete with Nanotrasen belt buckle."
|
||||
icon_state = "rwarden"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/security/warden/grey
|
||||
name = "grey security suit"
|
||||
@@ -101,7 +101,7 @@
|
||||
desc = "Someone who wears this means business."
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/security/detective/skirt
|
||||
name = "detective's suitskirt"
|
||||
@@ -138,7 +138,7 @@
|
||||
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"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
|
||||
Reference in New Issue
Block a user