@@ -133,7 +133,7 @@
|
||||
target.name = initial(picked_item.name)
|
||||
target.desc = initial(picked_item.desc)
|
||||
target.icon_state = initial(picked_item.icon_state)
|
||||
if(istype(target, /obj/item))
|
||||
if(isitem(target))
|
||||
var/obj/item/I = target
|
||||
I.item_state = initial(picked_item.item_state)
|
||||
I.item_color = initial(picked_item.item_color)
|
||||
|
||||
@@ -278,6 +278,11 @@ BLIND // can't see anything
|
||||
var/blockTracking = 0 //For AI tracking
|
||||
var/can_toggle = null
|
||||
|
||||
/obj/item/clothing/head/Initialize()
|
||||
. = ..()
|
||||
if(ishuman(loc) && dynamic_hair_suffix)
|
||||
var/mob/living/carbon/human/H = loc
|
||||
H.update_hair()
|
||||
|
||||
/obj/item/clothing/head/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
@@ -293,6 +298,16 @@ BLIND // can't see anything
|
||||
var/mob/M = loc
|
||||
M.update_inv_head()
|
||||
|
||||
/obj/item/clothing/head/equipped(mob/user, slot)
|
||||
..()
|
||||
if(dynamic_hair_suffix)
|
||||
user.update_hair()
|
||||
|
||||
/obj/item/clothing/head/dropped(mob/user)
|
||||
..()
|
||||
if(dynamic_hair_suffix)
|
||||
user.update_hair()
|
||||
|
||||
|
||||
//Neck
|
||||
/obj/item/clothing/neck
|
||||
@@ -462,6 +477,13 @@ BLIND // can't see anything
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
|
||||
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)
|
||||
..()
|
||||
@@ -530,25 +552,19 @@ BLIND // can't see anything
|
||||
var/adjusted = NORMAL_STYLE
|
||||
var/alt_covers_chest = 0 // for adjusted/rolled-down jumpsuits, 0 = exposes chest and arms, 1 = exposes arms only
|
||||
var/obj/item/clothing/accessory/attached_accessory
|
||||
var/mutable_appearance/accessory_overlay
|
||||
var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
|
||||
|
||||
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
|
||||
if(!isinhands)
|
||||
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
|
||||
if(attached_accessory)
|
||||
var/accessory_color = attached_accessory.item_color
|
||||
if(!accessory_color)
|
||||
accessory_color = attached_accessory.icon_state
|
||||
var/mutable_appearance/accessory = mutable_appearance('icons/mob/accessories.dmi', "[accessory_color]")
|
||||
accessory.alpha = attached_accessory.alpha
|
||||
accessory.color = attached_accessory.color
|
||||
. += accessory
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
/obj/item/clothing/under/attackby(obj/item/W, mob/user, params)
|
||||
if((has_sensor == BROKEN_SENSORS) && istype(W, /obj/item/stack/cable_coil))
|
||||
@@ -587,12 +603,20 @@ BLIND // can't see anything
|
||||
adjusted = DIGITIGRADE_STYLE
|
||||
H.update_inv_w_uniform()
|
||||
|
||||
if(attached_accessory && slot != slot_hands)
|
||||
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/attackby(obj/item/I, mob/user, params)
|
||||
@@ -616,9 +640,17 @@ BLIND // can't see anything
|
||||
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
|
||||
|
||||
@@ -639,6 +671,7 @@ BLIND // can't see anything
|
||||
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)
|
||||
|
||||
@@ -1,287 +1,287 @@
|
||||
/obj/item/clothing/glasses
|
||||
name = "glasses"
|
||||
materials = list(MAT_GLASS = 250)
|
||||
var/glass_colour_type = null //colors your vision when worn
|
||||
|
||||
/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(src.loc))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(!(H.disabilities & BLIND))
|
||||
if(H.glasses == src)
|
||||
to_chat(H, "<span class='danger'>The [src] overloads and blinds you!</span>")
|
||||
H.flash_act(visual = 1)
|
||||
H.blind_eyes(3)
|
||||
H.blur_eyes(5)
|
||||
H.adjust_eye_damage(5)
|
||||
|
||||
/obj/item/clothing/glasses/meson
|
||||
/obj/item/clothing/glasses
|
||||
name = "glasses"
|
||||
materials = list(MAT_GLASS = 250)
|
||||
var/glass_colour_type = null //colors your vision when worn
|
||||
|
||||
/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(src.loc))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(!(H.disabilities & BLIND))
|
||||
if(H.glasses == src)
|
||||
to_chat(H, "<span class='danger'>The [src] overloads and blinds you!</span>")
|
||||
H.flash_act(visual = 1)
|
||||
H.blind_eyes(3)
|
||||
H.blur_eyes(5)
|
||||
H.adjust_eye_damage(5)
|
||||
|
||||
/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"
|
||||
origin_tech = "magnets=1;engineering=2"
|
||||
darkness_view = 2
|
||||
vision_flags = SEE_TURFS
|
||||
icon_state = "meson"
|
||||
item_state = "meson"
|
||||
origin_tech = "magnets=1;engineering=2"
|
||||
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/night
|
||||
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
|
||||
|
||||
/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"
|
||||
origin_tech = "magnets=4;engineering=5;plasmatech=4"
|
||||
darkness_view = 8
|
||||
icon_state = "nvgmeson"
|
||||
item_state = "nvgmeson"
|
||||
origin_tech = "magnets=4;engineering=5;plasmatech=4"
|
||||
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"
|
||||
origin_tech = "magnets=2;engineering=1"
|
||||
scan_reagents = 1 //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)
|
||||
if(slot == slot_glasses)
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/glasses/night
|
||||
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"
|
||||
origin_tech = "magnets=2;engineering=1"
|
||||
scan_reagents = 1 //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)
|
||||
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"
|
||||
origin_tech = "materials=4;magnets=4;plasmatech=4;engineering=4"
|
||||
darkness_view = 8
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
|
||||
glass_colour_type = /datum/client_colour/glass_colour/green
|
||||
|
||||
/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
|
||||
desc = "You can totally see in the dark now!"
|
||||
icon_state = "night"
|
||||
item_state = "glasses"
|
||||
origin_tech = "materials=4;magnets=4;plasmatech=4;engineering=4"
|
||||
darkness_view = 8
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
|
||||
glass_colour_type = /datum/client_colour/glass_colour/green
|
||||
|
||||
/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"
|
||||
origin_tech = "magnets=3;engineering=3"
|
||||
vision_flags = SEE_OBJS
|
||||
glass_colour_type = /datum/client_colour/glass_colour/lightblue
|
||||
|
||||
/obj/item/clothing/glasses/material/mining
|
||||
desc = "Very confusing glasses."
|
||||
icon_state = "material"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=3;engineering=3"
|
||||
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"
|
||||
origin_tech = "magnets=3;engineering=3"
|
||||
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
|
||||
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
|
||||
|
||||
/obj/item/clothing/glasses/regular
|
||||
desc = "Used by miners to detect ores deep within the rock."
|
||||
icon_state = "material"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=3;engineering=3"
|
||||
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
|
||||
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
|
||||
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
|
||||
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 = "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 many 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."
|
||||
origin_tech = "magnets=2;engineering=2"
|
||||
scan_reagents = 1
|
||||
|
||||
/obj/item/clothing/glasses/sunglasses/garb
|
||||
name = "black gar glasses"
|
||||
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."
|
||||
origin_tech = "magnets=2;engineering=2"
|
||||
scan_reagents = 1
|
||||
|
||||
/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"
|
||||
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"
|
||||
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"
|
||||
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/big
|
||||
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
|
||||
icon_state = "bigsunglasses"
|
||||
item_state = "bigsunglasses"
|
||||
|
||||
/obj/item/clothing/glasses/thermal
|
||||
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/big
|
||||
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many 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"
|
||||
origin_tech = "magnets=3"
|
||||
vision_flags = SEE_MOBS
|
||||
invis_view = 2
|
||||
flash_protect = 0
|
||||
glass_colour_type = /datum/client_colour/glass_colour/red
|
||||
|
||||
/obj/item/clothing/glasses/thermal/emp_act(severity)
|
||||
thermal_overload()
|
||||
..()
|
||||
|
||||
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
|
||||
desc = "Thermals in the shape of glasses."
|
||||
icon_state = "thermal"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=3"
|
||||
vision_flags = SEE_MOBS
|
||||
invis_view = 2
|
||||
flash_protect = 0
|
||||
glass_colour_type = /datum/client_colour/glass_colour/red
|
||||
|
||||
/obj/item/clothing/glasses/thermal/emp_act(severity)
|
||||
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."
|
||||
origin_tech = "magnets=3;syndicate=4"
|
||||
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)
|
||||
..()
|
||||
chameleon_action.emp_randomise()
|
||||
|
||||
/obj/item/clothing/glasses/thermal/monocle
|
||||
desc = "A pair of thermal optic goggles with an onboard chameleon generator."
|
||||
origin_tech = "magnets=3;syndicate=4"
|
||||
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)
|
||||
..()
|
||||
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 = null //doesn't protect eyes because it's a monocle, duh
|
||||
|
||||
icon_state = "thermoncle"
|
||||
flags = 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)
|
||||
@@ -291,91 +291,91 @@
|
||||
..()
|
||||
desc = desk
|
||||
|
||||
/obj/item/clothing/glasses/thermal/eyepatch
|
||||
/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
|
||||
scan_reagents = 1
|
||||
flags = NODROP
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
|
||||
|
||||
/obj/item/clothing/glasses/godeye/attackby(obj/item/weapon/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)
|
||||
if(H.client.prefs)
|
||||
if(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)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/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)
|
||||
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
|
||||
scan_reagents = 1
|
||||
flags = NODROP
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
|
||||
|
||||
/obj/item/clothing/glasses/godeye/attackby(obj/item/weapon/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)
|
||||
if(H.client.prefs)
|
||||
if(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)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/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)
|
||||
|
||||
@@ -1,203 +1,203 @@
|
||||
/obj/item/clothing/glasses/hud
|
||||
name = "HUD"
|
||||
desc = "A heads-up display that provides important info in (almost) real time."
|
||||
flags = null //doesn't protect eyes because it's a monocle, duh
|
||||
origin_tech = "magnets=3;biotech=2"
|
||||
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(emagged == 0)
|
||||
emagged = 1
|
||||
/obj/item/clothing/glasses/hud
|
||||
name = "HUD"
|
||||
desc = "A heads-up display that provides important info in (almost) real time."
|
||||
flags = null //doesn't protect eyes because it's a monocle, duh
|
||||
origin_tech = "magnets=3;biotech=2"
|
||||
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(emagged == 0)
|
||||
emagged = 1
|
||||
desc = "[desc] The display is flickering slightly."
|
||||
|
||||
/obj/item/clothing/glasses/hud/emag_act(mob/user)
|
||||
if(emagged == 0)
|
||||
emagged = 1
|
||||
to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
|
||||
|
||||
/obj/item/clothing/glasses/hud/emag_act(mob/user)
|
||||
if(emagged == 0)
|
||||
emagged = 1
|
||||
to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
|
||||
desc = "[desc] The display is flickering slightly."
|
||||
|
||||
/obj/item/clothing/glasses/hud/health
|
||||
|
||||
/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"
|
||||
origin_tech = "magnets=3;biotech=2"
|
||||
hud_type = DATA_HUD_MEDICAL_ADVANCED
|
||||
glass_colour_type = /datum/client_colour/glass_colour/lightblue
|
||||
|
||||
/obj/item/clothing/glasses/hud/health/night
|
||||
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
|
||||
icon_state = "healthhud"
|
||||
origin_tech = "magnets=3;biotech=2"
|
||||
hud_type = DATA_HUD_MEDICAL_ADVANCED
|
||||
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"
|
||||
origin_tech = "magnets=4;biotech=4;plasmatech=4;engineering=5"
|
||||
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
|
||||
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
|
||||
icon_state = "healthhudnight"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=4;biotech=4;plasmatech=4;engineering=5"
|
||||
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"
|
||||
origin_tech = "magnets=3;biotech=3;engineering=3"
|
||||
darkness_view = 1
|
||||
flash_protect = 1
|
||||
tint = 1
|
||||
glass_colour_type = /datum/client_colour/glass_colour/blue
|
||||
|
||||
/obj/item/clothing/glasses/hud/diagnostic
|
||||
desc = "Sunglasses with a medical HUD."
|
||||
icon_state = "sunhudmed"
|
||||
origin_tech = "magnets=3;biotech=3;engineering=3"
|
||||
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"
|
||||
origin_tech = "magnets=2;engineering=2"
|
||||
hud_type = DATA_HUD_DIAGNOSTIC
|
||||
glass_colour_type = /datum/client_colour/glass_colour/lightorange
|
||||
|
||||
/obj/item/clothing/glasses/hud/diagnostic/night
|
||||
desc = "A heads-up display capable of analyzing the integrity and status of robotics and exosuits."
|
||||
icon_state = "diagnostichud"
|
||||
origin_tech = "magnets=2;engineering=2"
|
||||
hud_type = DATA_HUD_DIAGNOSTIC
|
||||
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"
|
||||
origin_tech = "magnets=4;powerstorage=4;plasmatech=4;engineering=5"
|
||||
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
|
||||
desc = "A robotics diagnostic HUD fitted with a light amplifier."
|
||||
icon_state = "diagnostichudnight"
|
||||
item_state = "glasses"
|
||||
origin_tech = "magnets=4;powerstorage=4;plasmatech=4;engineering=5"
|
||||
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"
|
||||
origin_tech = "magnets=3;combat=2"
|
||||
hud_type = DATA_HUD_SECURITY_ADVANCED
|
||||
glass_colour_type = /datum/client_colour/glass_colour/red
|
||||
|
||||
/obj/item/clothing/glasses/hud/security/chameleon
|
||||
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"
|
||||
origin_tech = "magnets=3;combat=2"
|
||||
hud_type = DATA_HUD_SECURITY_ADVANCED
|
||||
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)
|
||||
. = ..()
|
||||
chameleon_action.emp_randomise()
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/hud/security/sunglasses/eyepatch
|
||||
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)
|
||||
. = ..()
|
||||
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
|
||||
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"
|
||||
origin_tech = "magnets=3;combat=3;engineering=3"
|
||||
darkness_view = 1
|
||||
flash_protect = 1
|
||||
tint = 1
|
||||
glass_colour_type = /datum/client_colour/glass_colour/darkred
|
||||
|
||||
/obj/item/clothing/glasses/hud/security/night
|
||||
desc = "Sunglasses with a security HUD."
|
||||
icon_state = "sunhudsec"
|
||||
origin_tech = "magnets=3;combat=3;engineering=3"
|
||||
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"
|
||||
origin_tech = "magnets=4;combat=4;plasmatech=4;engineering=5"
|
||||
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
|
||||
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
|
||||
icon_state = "securityhudnight"
|
||||
origin_tech = "magnets=4;combat=4;plasmatech=4;engineering=5"
|
||||
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
|
||||
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
|
||||
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
|
||||
invis_view = 2
|
||||
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)
|
||||
thermal_overload()
|
||||
..()
|
||||
desc = "Thermal imaging HUD in the shape of glasses."
|
||||
icon_state = "thermal"
|
||||
hud_type = DATA_HUD_SECURITY_ADVANCED
|
||||
vision_flags = SEE_MOBS
|
||||
invis_view = 2
|
||||
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)
|
||||
thermal_overload()
|
||||
..()
|
||||
|
||||
@@ -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"
|
||||
/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"
|
||||
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"
|
||||
|
||||
@@ -22,6 +22,14 @@
|
||||
..()
|
||||
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/color/black
|
||||
desc = "These gloves are fire-resistant."
|
||||
name = "black gloves"
|
||||
|
||||
@@ -1,57 +1,57 @@
|
||||
|
||||
/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
|
||||
|
||||
/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 = 0
|
||||
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 = "black"
|
||||
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 = 0
|
||||
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
|
||||
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 = 0
|
||||
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 = "black"
|
||||
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 = 0
|
||||
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 = 0
|
||||
armor = list(melee = 15, bullet = 35, laser = 35, energy = 20, bomb = 35, bio = 35, rad = 35, fire = 0, acid = 0)
|
||||
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 = 0
|
||||
armor = list(melee = 15, bullet = 35, laser = 35, energy = 20, bomb = 35, bio = 35, rad = 35, fire = 0, acid = 0)
|
||||
|
||||
@@ -1,314 +1,314 @@
|
||||
/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 = 35, 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 = 0
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/helmet
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/Initialize()
|
||||
..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/clothing/head/helmet/sec
|
||||
can_flashlight = 1
|
||||
|
||||
/obj/item/clothing/head/helmet/alt
|
||||
name = "bulletproof helmet"
|
||||
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "helmetalt"
|
||||
item_state = "helmetalt"
|
||||
armor = list(melee = 15, bullet = 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
|
||||
name = "helmet"
|
||||
desc = "Standard Security gear. Protects the head from impacts."
|
||||
icon_state = "helmet"
|
||||
item_state = "helmet"
|
||||
armor = list(melee = 35, 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 = 0
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/helmet
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/Initialize()
|
||||
..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/clothing/head/helmet/sec
|
||||
can_flashlight = 1
|
||||
|
||||
/obj/item/clothing/head/helmet/alt
|
||||
name = "bulletproof helmet"
|
||||
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "helmetalt"
|
||||
item_state = "helmetalt"
|
||||
armor = list(melee = 15, bullet = 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
|
||||
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
|
||||
|
||||
/obj/item/clothing/head/helmet/attack_self(mob/user)
|
||||
if(can_toggle && !user.incapacitated())
|
||||
if(world.time > cooldown + toggle_cooldown)
|
||||
cooldown = world.time
|
||||
up = !up
|
||||
flags ^= visor_flags
|
||||
flags_inv ^= visor_flags_inv
|
||||
flags_cover ^= visor_flags_cover
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""]"
|
||||
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
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "An extremely robust, space-worthy helmet with the Nanotrasen logo emblazoned on the top."
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 40, bullet = 30, laser = 25,energy = 10, bomb = 25, bio = 10, rad = 0, 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 = "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/legionaire
|
||||
name = "roman legionaire helmet"
|
||||
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
|
||||
icon_state = "roman_c"
|
||||
item_state = "roman_c"
|
||||
|
||||
/obj/item/clothing/head/helmet/gladiator
|
||||
name = "gladiator helmet"
|
||||
desc = "Ave, Imperator, morituri te salutant."
|
||||
icon_state = "gladiator"
|
||||
item_state = "gladiator"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/redtaghelm
|
||||
name = "red laser tag helmet"
|
||||
desc = "They have chosen their own end."
|
||||
icon_state = "redtaghelm"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
item_state = "redtaghelm"
|
||||
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0, 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
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/Initialize(mapload)
|
||||
..()
|
||||
// old knight helmets do not offer protection against loud noises
|
||||
CLEAR_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/blue
|
||||
icon_state = "knight_blue"
|
||||
item_state = "knight_blue"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
item_state = "knight_yellow"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/red
|
||||
icon_state = "knight_red"
|
||||
item_state = "knight_red"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/templar
|
||||
name = "crusader helmet"
|
||||
desc = "Deus Vult."
|
||||
icon_state = "knight_templar"
|
||||
item_state = "knight_templar"
|
||||
|
||||
/obj/item/clothing/head/helmet/skull
|
||||
name = "skull helmet"
|
||||
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20, fire = 40, acid = 20)
|
||||
icon_state = "skull"
|
||||
item_state = "skull"
|
||||
strip_delay = 100
|
||||
|
||||
//LightToggle
|
||||
|
||||
/obj/item/clothing/head/helmet/update_icon()
|
||||
var/state = "[initial(icon_state)]"
|
||||
if(F)
|
||||
if(F.on)
|
||||
state += "-flight-on" //"helmet-flight-on" // "helmet-cam-flight-on"
|
||||
else
|
||||
state += "-flight" //etc.
|
||||
|
||||
icon_state = state
|
||||
|
||||
if(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/device/flashlight/seclite))
|
||||
var/obj/item/device/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/weapon/screwdriver))
|
||||
if(F)
|
||||
for(var/obj/item/device/flashlight/seclite/S in src)
|
||||
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
|
||||
F = null
|
||||
S.loc = get_turf(user)
|
||||
update_helmlight(user)
|
||||
S.update_brightness(user)
|
||||
update_icon()
|
||||
usr.update_inv_head()
|
||||
verbs -= /obj/item/clothing/head/helmet/proc/toggle_helmlight
|
||||
for(var/datum/action/item_action/toggle_helmet_flashlight/THL in actions)
|
||||
qdel(THL)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/toggle_helmlight()
|
||||
set name = "Toggle Helmetlight"
|
||||
set category = "Object"
|
||||
set desc = "Click to toggle your helmet's attached flashlight."
|
||||
|
||||
if(!F)
|
||||
return
|
||||
|
||||
var/mob/user = usr
|
||||
if(user.incapacitated())
|
||||
return
|
||||
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)
|
||||
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/blueshirt
|
||||
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
|
||||
|
||||
/obj/item/clothing/head/helmet/attack_self(mob/user)
|
||||
if(can_toggle && !user.incapacitated())
|
||||
if(world.time > cooldown + toggle_cooldown)
|
||||
cooldown = world.time
|
||||
up = !up
|
||||
flags ^= visor_flags
|
||||
flags_inv ^= visor_flags_inv
|
||||
flags_cover ^= visor_flags_cover
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""]"
|
||||
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
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
name = "\improper SWAT helmet"
|
||||
desc = "An extremely robust, space-worthy helmet with the Nanotrasen logo emblazoned on the top."
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
|
||||
/obj/item/clothing/head/helmet/thunderdome
|
||||
name = "\improper Thunderdome helmet"
|
||||
desc = "<i>'Let the battle commence!'</i>"
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 40, bullet = 30, laser = 25,energy = 10, bomb = 25, bio = 10, rad = 0, 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 = "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/legionaire
|
||||
name = "roman legionaire helmet"
|
||||
desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it."
|
||||
icon_state = "roman_c"
|
||||
item_state = "roman_c"
|
||||
|
||||
/obj/item/clothing/head/helmet/gladiator
|
||||
name = "gladiator helmet"
|
||||
desc = "Ave, Imperator, morituri te salutant."
|
||||
icon_state = "gladiator"
|
||||
item_state = "gladiator"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/redtaghelm
|
||||
name = "red laser tag helmet"
|
||||
desc = "They have chosen their own end."
|
||||
icon_state = "redtaghelm"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
item_state = "redtaghelm"
|
||||
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0, 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
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
strip_delay = 80
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/Initialize(mapload)
|
||||
..()
|
||||
// old knight helmets do not offer protection against loud noises
|
||||
CLEAR_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/blue
|
||||
icon_state = "knight_blue"
|
||||
item_state = "knight_blue"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
item_state = "knight_yellow"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/red
|
||||
icon_state = "knight_red"
|
||||
item_state = "knight_red"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/templar
|
||||
name = "crusader helmet"
|
||||
desc = "Deus Vult."
|
||||
icon_state = "knight_templar"
|
||||
item_state = "knight_templar"
|
||||
|
||||
/obj/item/clothing/head/helmet/skull
|
||||
name = "skull helmet"
|
||||
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20, fire = 40, acid = 20)
|
||||
icon_state = "skull"
|
||||
item_state = "skull"
|
||||
strip_delay = 100
|
||||
|
||||
//LightToggle
|
||||
|
||||
/obj/item/clothing/head/helmet/update_icon()
|
||||
var/state = "[initial(icon_state)]"
|
||||
if(F)
|
||||
if(F.on)
|
||||
state += "-flight-on" //"helmet-flight-on" // "helmet-cam-flight-on"
|
||||
else
|
||||
state += "-flight" //etc.
|
||||
|
||||
icon_state = state
|
||||
|
||||
if(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/device/flashlight/seclite))
|
||||
var/obj/item/device/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/weapon/screwdriver))
|
||||
if(F)
|
||||
for(var/obj/item/device/flashlight/seclite/S in src)
|
||||
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
|
||||
F = null
|
||||
S.loc = get_turf(user)
|
||||
update_helmlight(user)
|
||||
S.update_brightness(user)
|
||||
update_icon()
|
||||
usr.update_inv_head()
|
||||
verbs -= /obj/item/clothing/head/helmet/proc/toggle_helmlight
|
||||
for(var/datum/action/item_action/toggle_helmet_flashlight/THL in actions)
|
||||
qdel(THL)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/toggle_helmlight()
|
||||
set name = "Toggle Helmetlight"
|
||||
set category = "Object"
|
||||
set desc = "Click to toggle your helmet's attached flashlight."
|
||||
|
||||
if(!F)
|
||||
return
|
||||
|
||||
var/mob/user = usr
|
||||
if(user.incapacitated())
|
||||
return
|
||||
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)
|
||||
else
|
||||
set_light(0)
|
||||
update_icon()
|
||||
|
||||
else
|
||||
set_light(0)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
@@ -72,16 +72,15 @@
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
//Detective
|
||||
/obj/item/clothing/head/det_hat
|
||||
/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."
|
||||
icon_state = "detective"
|
||||
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
|
||||
var/candy_cooldown = 0
|
||||
pockets = /obj/item/weapon/storage/internal/pocket/small/detective
|
||||
dog_fashion = /datum/dog_fashion/head/detective
|
||||
|
||||
/obj/item/clothing/head/det_hat/AltClick()
|
||||
/obj/item/clothing/head/fedora/det_hat/AltClick()
|
||||
..()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
@@ -99,19 +98,17 @@
|
||||
name = "beret"
|
||||
desc = "A beret, a mime's favorite headwear."
|
||||
icon_state = "beret"
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/beret
|
||||
|
||||
/obj/item/clothing/head/beret/highlander
|
||||
desc = "That was white fabric. <i>Was.</i>"
|
||||
flags = NODROP
|
||||
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
|
||||
|
||||
/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/highlander
|
||||
desc = "That was white fabric. <i>Was.</i>"
|
||||
flags = NODROP
|
||||
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
|
||||
|
||||
//Security
|
||||
|
||||
@@ -168,9 +165,7 @@
|
||||
icon_state = "officerberet"
|
||||
|
||||
//Curator
|
||||
/obj/item/clothing/head/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"
|
||||
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
|
||||
pockets = /obj/item/weapon/storage/internal/pocket/small
|
||||
icon_state = "curator"
|
||||
@@ -181,7 +181,9 @@
|
||||
name = "fedora"
|
||||
icon_state = "fedora"
|
||||
item_state = "fedora"
|
||||
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 50)
|
||||
desc = "A really cool hat if you're a mobster. A really lame hat if you're not."
|
||||
dynamic_hair_suffix = "+detective"
|
||||
pockets = /obj/item/weapon/storage/internal/pocket/small
|
||||
|
||||
/obj/item/clothing/head/fedora/suicide_act(mob/user)
|
||||
@@ -280,9 +282,3 @@
|
||||
name = "magnificent crown"
|
||||
desc = "A crown worn by only the highest emperors of the land."
|
||||
icon_state = "fancycrown"
|
||||
|
||||
/obj/item/clothing/head/hunter
|
||||
name = "hunter hat"
|
||||
desc = "It's a flimsy looking hat."
|
||||
item_state = "hunter_hat"
|
||||
icon_state = "hunter_hat"
|
||||
|
||||
@@ -60,10 +60,10 @@
|
||||
|
||||
/obj/item/clothing/head/hardhat/cakehat/turn_on()
|
||||
..()
|
||||
force = 6
|
||||
throwforce = 6
|
||||
force = 15
|
||||
throwforce = 15
|
||||
damtype = BURN
|
||||
hitsound = 'sound/items/Welder.ogg'
|
||||
hitsound = 'sound/items/welder.ogg'
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/clothing/head/hardhat/cakehat/turn_off()
|
||||
@@ -137,6 +137,9 @@
|
||||
if(istype(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"
|
||||
|
||||
@@ -1,38 +1,38 @@
|
||||
/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
|
||||
flags = MASKINTERNALS
|
||||
visor_flags = MASKINTERNALS
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
gas_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
flags_cover = MASKCOVERSMOUTH
|
||||
visor_flags_cover = MASKCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
|
||||
/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=TRUE))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
else
|
||||
adjustmask(user)
|
||||
|
||||
/obj/item/clothing/mask/breath/examine(mob/user)
|
||||
..()
|
||||
to_chat(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
|
||||
/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
|
||||
flags = MASKINTERNALS
|
||||
visor_flags = MASKINTERNALS
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
gas_transfer_coefficient = 0.10
|
||||
permeability_coefficient = 0.50
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
flags_cover = MASKCOVERSMOUTH
|
||||
visor_flags_cover = MASKCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
|
||||
/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=TRUE))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
else
|
||||
adjustmask(user)
|
||||
|
||||
/obj/item/clothing/mask/breath/examine(mob/user)
|
||||
..()
|
||||
to_chat(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
|
||||
|
||||
@@ -1,197 +1,197 @@
|
||||
/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"
|
||||
flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "gas_alt"
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
|
||||
// **** 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)
|
||||
origin_tech = "materials=2;engineering=3"
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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"
|
||||
flags = MASKINTERNALS
|
||||
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"
|
||||
/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"
|
||||
flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "gas_alt"
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
|
||||
// **** 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)
|
||||
origin_tech = "materials=2;engineering=3"
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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."
|
||||
flags = MASKINTERNALS
|
||||
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"
|
||||
flags = MASKINTERNALS
|
||||
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
|
||||
obj_integrity = 100
|
||||
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
|
||||
icon_state = "tiki_eyebrow"
|
||||
item_state = "tiki_eyebrow"
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 100
|
||||
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
|
||||
|
||||
@@ -1,203 +1,203 @@
|
||||
/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 = 0.90
|
||||
/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 = 0.90
|
||||
equip_delay_other = 20
|
||||
|
||||
/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 = 0.90
|
||||
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)
|
||||
|
||||
/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
|
||||
|
||||
/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"
|
||||
|
||||
/obj/item/clothing/mask/pig
|
||||
name = "pig mask"
|
||||
desc = "A rubber pig mask."
|
||||
icon_state = "pig"
|
||||
item_state = "pig"
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
actions_types = list(/datum/action/item_action/toggle_voice_box)
|
||||
var/voicechange = 0
|
||||
|
||||
/obj/item/clothing/mask/pig/attack_self(mob/user)
|
||||
voicechange = !voicechange
|
||||
to_chat(user, "<span class='notice'>You turn the voice box [voicechange ? "on" : "off"]!</span>")
|
||||
|
||||
/obj/item/clothing/mask/pig/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("Oink!","Squeeeeeeee!","Oink Oink!")
|
||||
return message
|
||||
|
||||
/obj/item/clothing/mask/spig //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.
|
||||
icon_state = "pig"
|
||||
item_state = "pig"
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/voicechange = 1
|
||||
|
||||
/obj/item/clothing/mask/spig/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("Oink!","Squeeeeeeee!","Oink Oink!")
|
||||
return message
|
||||
|
||||
/obj/item/clothing/mask/cowmask
|
||||
name = "Cowface"
|
||||
desc = "It looks like a mask, but closer inspection reveals it's melded onto this persons face!"
|
||||
icon = 'icons/mob/mask.dmi'
|
||||
icon_state = "cowmask"
|
||||
item_state = "cowmask"
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/voicechange = 1
|
||||
|
||||
/obj/item/clothing/mask/cowmask/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("Moooooooo!","Moo!","Moooo!")
|
||||
return message
|
||||
|
||||
/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
|
||||
var/voicechange = 1
|
||||
|
||||
/obj/item/clothing/mask/horsehead/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("NEEIIGGGHHHH!", "NEEEIIIIGHH!", "NEIIIGGHH!", "HAAWWWWW!", "HAAAWWW!")
|
||||
return message
|
||||
|
||||
/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 = SLOT_MASK
|
||||
adjusted_flags = SLOT_HEAD
|
||||
icon_state = "bandbotany"
|
||||
|
||||
/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."
|
||||
|
||||
/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 = 0.90
|
||||
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)
|
||||
|
||||
/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
|
||||
|
||||
/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"
|
||||
|
||||
/obj/item/clothing/mask/pig
|
||||
name = "pig mask"
|
||||
desc = "A rubber pig mask."
|
||||
icon_state = "pig"
|
||||
item_state = "pig"
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
actions_types = list(/datum/action/item_action/toggle_voice_box)
|
||||
var/voicechange = 0
|
||||
|
||||
/obj/item/clothing/mask/pig/attack_self(mob/user)
|
||||
voicechange = !voicechange
|
||||
to_chat(user, "<span class='notice'>You turn the voice box [voicechange ? "on" : "off"]!</span>")
|
||||
|
||||
/obj/item/clothing/mask/pig/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("Oink!","Squeeeeeeee!","Oink Oink!")
|
||||
return message
|
||||
|
||||
/obj/item/clothing/mask/spig //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.
|
||||
icon_state = "pig"
|
||||
item_state = "pig"
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/voicechange = 1
|
||||
|
||||
/obj/item/clothing/mask/spig/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("Oink!","Squeeeeeeee!","Oink Oink!")
|
||||
return message
|
||||
|
||||
/obj/item/clothing/mask/cowmask
|
||||
name = "Cowface"
|
||||
desc = "It looks like a mask, but closer inspection reveals it's melded onto this persons face!"
|
||||
icon = 'icons/mob/mask.dmi'
|
||||
icon_state = "cowmask"
|
||||
item_state = "cowmask"
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/voicechange = 1
|
||||
|
||||
/obj/item/clothing/mask/cowmask/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("Moooooooo!","Moo!","Moooo!")
|
||||
return message
|
||||
|
||||
/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
|
||||
var/voicechange = 1
|
||||
|
||||
/obj/item/clothing/mask/horsehead/speechModification(message)
|
||||
if(voicechange)
|
||||
message = pick("NEEIIGGGHHHH!", "NEEEIIIIGHH!", "NEIIIGGHH!", "HAAWWWWW!", "HAAAWWW!")
|
||||
return message
|
||||
|
||||
/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 = SLOT_MASK
|
||||
adjusted_flags = SLOT_HEAD
|
||||
icon_state = "bandbotany"
|
||||
|
||||
/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"
|
||||
@@ -162,4 +162,7 @@
|
||||
desc = "Damn, it feels good to be a gangster."
|
||||
icon = 'icons/obj/clothing/neck.dmi'
|
||||
icon_state = "bling"
|
||||
item_color = "bling"
|
||||
item_color = "bling"
|
||||
|
||||
/obj/item/clothing/neck/necklace/dope/gang_contraband_value()
|
||||
return 2
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
uniform = /obj/item/clothing/under/rank/det
|
||||
suit = /obj/item/clothing/suit/det_suit
|
||||
glasses = /obj/item/clothing/glasses/thermal/monocle
|
||||
head = /obj/item/clothing/head/det_hat
|
||||
head = /obj/item/clothing/head/fedora/det_hat
|
||||
r_hand = /obj/item/weapon/gun/ballistic
|
||||
l_hand = null
|
||||
r_pocket = /obj/item/ammo_box/c10mm
|
||||
|
||||
@@ -1,61 +1,61 @@
|
||||
/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
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
strip_delay = 70
|
||||
/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
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
strip_delay = 70
|
||||
equip_delay_other = 70
|
||||
resistance_flags = FIRE_PROOF
|
||||
origin_tech = "materials=3;magnets=4;engineering=4"
|
||||
|
||||
/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(src.magpulse)
|
||||
src.flags &= ~NOSLIP
|
||||
src.slowdown = SHOES_SLOWDOWN
|
||||
else
|
||||
src.flags |= NOSLIP
|
||||
src.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 flags & NOSLIP
|
||||
|
||||
/obj/item/clothing/shoes/magboots/examine(mob/user)
|
||||
..()
|
||||
to_chat(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
|
||||
origin_tech = null
|
||||
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"
|
||||
origin_tech = "magnets=4;syndicate=2"
|
||||
resistance_flags = FIRE_PROOF
|
||||
origin_tech = "materials=3;magnets=4;engineering=4"
|
||||
|
||||
/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(src.magpulse)
|
||||
src.flags &= ~NOSLIP
|
||||
src.slowdown = SHOES_SLOWDOWN
|
||||
else
|
||||
src.flags |= NOSLIP
|
||||
src.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 flags & NOSLIP
|
||||
|
||||
/obj/item/clothing/shoes/magboots/examine(mob/user)
|
||||
..()
|
||||
to_chat(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
|
||||
origin_tech = null
|
||||
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"
|
||||
origin_tech = "magnets=4;syndicate=2"
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
if(istype(user))
|
||||
if(to_turf)
|
||||
user.forceMove(to_turf)
|
||||
user.SetStunned(0)
|
||||
user.SetStun(0)
|
||||
user.next_move = 1
|
||||
user.alpha = 255
|
||||
user.update_atom_colour()
|
||||
@@ -222,7 +222,7 @@
|
||||
if(user.wear_suit == src)
|
||||
if(hard_landing)
|
||||
user.electrocute_act(35, src, safety = 1)
|
||||
user.Weaken(10)
|
||||
user.Knockdown(200)
|
||||
if(!silent)
|
||||
to_chat(user, "\nroot@ChronosuitMK4# chronowalk4 --stop\n")
|
||||
if(camera)
|
||||
|
||||
@@ -525,7 +525,7 @@
|
||||
if(damage)
|
||||
crash_damage(density, anchored, momentum_speed, unmovablevictim.name)
|
||||
userknockback(density, anchored, momentum_speed, dir)
|
||||
losecontrol(stun = FALSE, move = FALSE)
|
||||
losecontrol(knockdown = FALSE, move = FALSE)
|
||||
crashing = FALSE
|
||||
|
||||
/obj/item/device/flightpack/proc/door_hit(obj/structure/mineral_door/door)
|
||||
@@ -605,7 +605,7 @@
|
||||
var/obj/O = victim
|
||||
O.take_damage(damage)
|
||||
|
||||
/obj/item/device/flightpack/proc/losecontrol(stun = FALSE, move = TRUE)
|
||||
/obj/item/device/flightpack/proc/losecontrol(knockdown = FALSE, move = TRUE)
|
||||
if(!move)
|
||||
momentum_x = 0
|
||||
momentum_y = 0
|
||||
@@ -620,8 +620,8 @@
|
||||
momentum_decay()
|
||||
adjust_momentum(0, 0, 10)
|
||||
wearer.visible_message("<span class='warning'>[wearer]'s flight suit crashes into the ground!</span>")
|
||||
if(stun)
|
||||
wearer.Weaken(4)
|
||||
if(knockdown)
|
||||
wearer.Knockdown(80)
|
||||
momentum_x = 0
|
||||
momentum_y = 0
|
||||
if(flight)
|
||||
@@ -647,7 +647,7 @@
|
||||
|
||||
/obj/item/device/flightpack/proc/disable_flight(forced = FALSE)
|
||||
if(forced)
|
||||
losecontrol(stun = TRUE)
|
||||
losecontrol(knockdown = TRUE)
|
||||
return TRUE
|
||||
if(momentum_speed <= 1)
|
||||
momentum_x = 0
|
||||
|
||||
@@ -269,7 +269,7 @@
|
||||
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
|
||||
toggle_hardsuit_mode(user)
|
||||
user.update_inv_head()
|
||||
if(istype(user, /mob/living/carbon))
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.head_update(src, forced = 1)
|
||||
for(var/X in actions)
|
||||
@@ -550,7 +550,6 @@
|
||||
icon_state = "hardsuit0-ancient"
|
||||
item_state = "anc_helm"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
|
||||
tint = 2
|
||||
item_color = "ancient"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -565,9 +564,12 @@
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/footstep = 1
|
||||
|
||||
obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(!istype(H) || H.wear_suit != src)
|
||||
return
|
||||
if(footstep > 1)
|
||||
playsound(src, "suitstep", 50, 1)
|
||||
playsound(src, "servostep", 100, 1)
|
||||
footstep = 0
|
||||
else
|
||||
footstep++
|
||||
@@ -590,7 +592,7 @@ obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
|
||||
var/shield_state = "shield-old"
|
||||
var/shield_on = "shield-old"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
recharge_cooldown = world.time + recharge_delay
|
||||
if(current_charges > 0)
|
||||
var/datum/effect_system/spark_spread/s = new
|
||||
@@ -615,7 +617,7 @@ obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/process()
|
||||
if(world.time > recharge_cooldown && current_charges < max_charges)
|
||||
current_charges = Clamp((current_charges + recharge_rate), 0, max_charges)
|
||||
playsound(loc, 'sound/magic/Charge.ogg', 50, 1)
|
||||
playsound(loc, 'sound/magic/charge.ogg', 50, 1)
|
||||
if(current_charges == max_charges)
|
||||
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
@@ -1,99 +1,98 @@
|
||||
//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
|
||||
- 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_HELM_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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/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_SUIT_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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/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
|
||||
|
||||
/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"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
//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/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/multitool)
|
||||
|
||||
//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
|
||||
- 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_HELM_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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/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_SUIT_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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/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
|
||||
|
||||
/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"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
//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/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/multitool)
|
||||
|
||||
/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."
|
||||
@@ -105,249 +104,249 @@ Contains:
|
||||
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 = TRUE
|
||||
slowdown = 4
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/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 = STOPSPRESSUREDMAGE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
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
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
allowed = list(/obj/item) //for stuffing exta special presents
|
||||
|
||||
|
||||
//Space pirate outfit
|
||||
/obj/item/clothing/head/helmet/space/pirate
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
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 = STOPSPRESSUREDMAGE
|
||||
strip_delay = 40
|
||||
|
||||
//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 = STOPSPRESSUREDMAGE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
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
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
allowed = list(/obj/item) //for stuffing exta special presents
|
||||
|
||||
|
||||
//Space pirate outfit
|
||||
/obj/item/clothing/head/helmet/space/pirate
|
||||
name = "pirate hat"
|
||||
desc = "Yarr."
|
||||
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 = STOPSPRESSUREDMAGE
|
||||
strip_delay = 40
|
||||
equip_delay_other = 20
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/obj/item/clothing/suit/space/pirate
|
||||
name = "pirate coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
flags_inv = 0
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/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
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
/obj/item/clothing/suit/space/pirate
|
||||
name = "pirate coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
flags_inv = 0
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/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
|
||||
|
||||
//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
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
brightness_on = 7
|
||||
|
||||
/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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 0, acid = 95)
|
||||
slowdown = 0
|
||||
strip_delay = 130
|
||||
|
||||
//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)
|
||||
|
||||
/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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
/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 intergrated into the suit and the wings appear to be stuck in 'freedom' mode."
|
||||
icon_state = "freedom"
|
||||
item_state = "freedom"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
//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()
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
|
||||
|
||||
/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/weapon/tank/internals, /obj/item/weapon/gun/ballistic/automatic/speargun) //I'm giving you a hint here
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
|
||||
|
||||
|
||||
/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_HELM_MAX_TEMP_PROTECT
|
||||
actions_types = list()
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/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_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/New()
|
||||
..()
|
||||
new /obj/item/weapon/nullrod(src)
|
||||
|
||||
/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, attack_text, final_block_chance)
|
||||
if(!torn && prob(50))
|
||||
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
|
||||
src.flags -= STOPSPRESSUREDMAGE
|
||||
src.name = "torn [src]."
|
||||
src.desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
|
||||
src.torn = TRUE
|
||||
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1)
|
||||
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
|
||||
|
||||
|
||||
|
||||
//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
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
brightness_on = 7
|
||||
|
||||
/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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 0, acid = 95)
|
||||
slowdown = 0
|
||||
strip_delay = 130
|
||||
|
||||
//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)
|
||||
|
||||
/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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
/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 intergrated into the suit and the wings appear to be stuck in 'freedom' mode."
|
||||
icon_state = "freedom"
|
||||
item_state = "freedom"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/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_HELM_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
//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()
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
|
||||
|
||||
/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/weapon/tank/internals, /obj/item/weapon/gun/ballistic/automatic/speargun) //I'm giving you a hint here
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
|
||||
|
||||
|
||||
/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_HELM_MAX_TEMP_PROTECT
|
||||
actions_types = list()
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/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_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/New()
|
||||
..()
|
||||
new /obj/item/weapon/nullrod(src)
|
||||
|
||||
/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>")
|
||||
src.flags -= STOPSPRESSUREDMAGE
|
||||
src.name = "torn [src]."
|
||||
src.desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
|
||||
src.torn = TRUE
|
||||
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1)
|
||||
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
|
||||
|
||||
|
||||
|
||||
@@ -97,7 +97,6 @@
|
||||
desc = "A sinister looking vest of advanced armor worn over a black and red fireproof jacket. The gold collar and shoulders denote that this belongs to a high ranking syndicate officer."
|
||||
icon_state = "syndievest"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/alt
|
||||
name = "captain's parade jacket"
|
||||
desc = "For when an armoured vest isn't fashionable enough."
|
||||
@@ -152,7 +151,7 @@
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/det_suit
|
||||
name = "armor"
|
||||
name = "detective's armor vest"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton)
|
||||
@@ -204,7 +203,7 @@
|
||||
var/rad_amount= 15
|
||||
reactivearmor_cooldown_duration = 100
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
/obj/item/clothing/suit/armor/reactive/teleport/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(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
@@ -237,7 +236,7 @@
|
||||
name = "reactive incendiary armor"
|
||||
desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
/obj/item/clothing/suit/armor/reactive/fire/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(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
@@ -259,7 +258,7 @@
|
||||
name = "reactive stealth armor"
|
||||
desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
/obj/item/clothing/suit/armor/reactive/stealth/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(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
@@ -286,7 +285,7 @@
|
||||
var/tesla_boom = FALSE
|
||||
var/tesla_stun = FALSE
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
/obj/item/clothing/suit/armor/reactive/tesla/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(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
@@ -306,7 +305,7 @@
|
||||
desc = "If you can't beat the memes, embrace them."
|
||||
var/tele_range = 10
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
/obj/item/clothing/suit/armor/reactive/table/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(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
@@ -316,7 +315,7 @@
|
||||
return
|
||||
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!</span>")
|
||||
owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
|
||||
owner.Weaken(2)
|
||||
owner.Knockdown(40)
|
||||
var/list/turfs = new/list()
|
||||
for(var/turf/T in orange(tele_range, H))
|
||||
if(T.density)
|
||||
|
||||
@@ -1,88 +1,88 @@
|
||||
//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 comtaminants."
|
||||
permeability_coefficient = 0.01
|
||||
flags = THICKMATERIAL
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 30, acid = 100)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE
|
||||
resistance_flags = ACID_PROOF
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
|
||||
/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
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 30, acid = 100)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
strip_delay = 70
|
||||
//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 comtaminants."
|
||||
permeability_coefficient = 0.01
|
||||
flags = THICKMATERIAL
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 30, acid = 100)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE
|
||||
resistance_flags = ACID_PROOF
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
|
||||
/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
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 30, acid = 100)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
strip_delay = 70
|
||||
equip_delay_other = 70
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
//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 = 20, 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 = 20, 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
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
//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 = 20, 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 = 20, 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
|
||||
|
||||
@@ -181,6 +181,7 @@
|
||||
I.add_overlay(mutable_appearance('icons/mob/robots.dmi', "robot_e")) //gotta look realistic
|
||||
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/silicons, "standard_borg_disguise", I) //you look like a robot to robots! (including yourself because you're totally a robot)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/snowman
|
||||
name = "snowman outfit"
|
||||
desc = "Two white spheres covered in white glitter. 'Tis the season."
|
||||
|
||||
@@ -1,135 +1,135 @@
|
||||
/*
|
||||
* 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 = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/extinguisher, /obj/item/weapon/crowbar)
|
||||
slowdown = 1
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = STOPSPRESSUREDMAGE | 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
|
||||
/*
|
||||
* 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 = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/extinguisher, /obj/item/weapon/crowbar)
|
||||
slowdown = 1
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = STOPSPRESSUREDMAGE | 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"
|
||||
|
||||
|
||||
/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_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
/*
|
||||
* Bomb protection
|
||||
*/
|
||||
/obj/item/clothing/head/bomb_hood
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
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
|
||||
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
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/fire/firefighter
|
||||
icon_state = "firesuit"
|
||||
item_state = "firefighter"
|
||||
|
||||
|
||||
/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_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
/*
|
||||
* Bomb protection
|
||||
*/
|
||||
/obj/item/clothing/head/bomb_hood
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
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
|
||||
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 = 0
|
||||
|
||||
|
||||
/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
|
||||
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
|
||||
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
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
|
||||
|
||||
/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
|
||||
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
|
||||
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 = 0
|
||||
|
||||
|
||||
/obj/item/clothing/head/bomb_hood/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
|
||||
/*
|
||||
* 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.'"
|
||||
flags = THICKMATERIAL
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100, fire = 30, acid = 30)
|
||||
strip_delay = 60
|
||||
resistance_flags = 0
|
||||
|
||||
|
||||
/obj/item/clothing/head/bomb_hood/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
|
||||
/*
|
||||
* 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.'"
|
||||
flags = THICKMATERIAL
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
|
||||
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 = 0
|
||||
|
||||
/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 = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/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
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
resistance_flags = 0
|
||||
|
||||
/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 = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/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
|
||||
resistance_flags = 0
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
resistance_flags = 0
|
||||
|
||||
@@ -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
|
||||
/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/weapon/teleportation_scroll)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 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/weapon/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 magnificant 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 = "wizrobe"
|
||||
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!")
|
||||
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
|
||||
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 magnificant 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 = "wizrobe"
|
||||
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!")
|
||||
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)
|
||||
qdel(src)
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
item_color = "plasma" //On accessories, this controls the worn sprite. That's a bit weird.
|
||||
slot_flags = 0
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/above_suit = FALSE
|
||||
var/minimize_when_attached = TRUE // TRUE if shown as a small icon in corner, FALSE if overlayed
|
||||
|
||||
/obj/item/clothing/accessory/proc/attach(obj/item/clothing/under/U, user)
|
||||
@@ -55,6 +56,7 @@
|
||||
plane = initial(plane)
|
||||
U.cut_overlays()
|
||||
U.attached_accessory = null
|
||||
U.accessory_overlay = null
|
||||
|
||||
/obj/item/clothing/accessory/proc/on_uniform_equip(obj/item/clothing/under/U, user)
|
||||
return
|
||||
@@ -62,9 +64,16 @@
|
||||
/obj/item/clothing/accessory/proc/on_uniform_dropped(obj/item/clothing/under/U, user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/accessory/AltClick()
|
||||
if(initial(above_suit))
|
||||
above_suit = !above_suit
|
||||
to_chat(usr, "\The [src] will be worn [above_suit ? "above" : "below"] your suit.")
|
||||
|
||||
/obj/item/clothing/accessory/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>\The [src] can be attached to a uniform. Alt-click to remove it once attached.</span>")
|
||||
if(initial(above_suit))
|
||||
to_chat(user, "<span class='notice'>\The [src] can be worn above or below your suit. Alt-click to toggle.</span>")
|
||||
|
||||
/obj/item/clothing/accessory/waistcoat
|
||||
name = "waistcoat"
|
||||
@@ -266,6 +275,23 @@
|
||||
if(L)
|
||||
L.bubble_icon = initial(L.bubble_icon)
|
||||
|
||||
////////////////
|
||||
//HA HA! NERD!//
|
||||
////////////////
|
||||
/obj/item/clothing/accessory/pocketprotector
|
||||
name = "pocket protector"
|
||||
desc = "Can protect your clothing from ink stains, but you'll look like a nerd if you're using one."
|
||||
icon_state = "pocketprotector"
|
||||
item_color = "pocketprotector"
|
||||
pockets = /obj/item/weapon/storage/internal/pocket/pocketprotector
|
||||
|
||||
/obj/item/clothing/accessory/pocketprotector/full
|
||||
pockets = /obj/item/weapon/storage/internal/pocket/pocketprotector/full
|
||||
|
||||
/obj/item/clothing/accessory/pocketprotector/cosmetology
|
||||
pockets = /obj/item/weapon/storage/internal/pocket/pocketprotector/cosmetology
|
||||
|
||||
|
||||
////////////////
|
||||
//OONGA BOONGA//
|
||||
////////////////
|
||||
@@ -276,3 +302,12 @@
|
||||
icon_state = "talisman"
|
||||
item_color = "talisman"
|
||||
armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25)
|
||||
|
||||
|
||||
/obj/item/clothing/accessory/skullcodpiece
|
||||
name = "skull codpiece"
|
||||
desc = "A skull shaped ornament, intended to protect the important things in life."
|
||||
icon_state = "skull"
|
||||
item_color = "skull"
|
||||
above_suit = TRUE
|
||||
armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25)
|
||||
@@ -30,7 +30,7 @@
|
||||
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)
|
||||
/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
|
||||
|
||||
|
||||
@@ -1,175 +1,175 @@
|
||||
//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 = 1
|
||||
|
||||
/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"
|
||||
//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 = 1
|
||||
|
||||
/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 = 0
|
||||
|
||||
/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/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
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
|
||||
|
||||
/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 = 0
|
||||
|
||||
/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 = 1
|
||||
|
||||
/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 = 0
|
||||
|
||||
/obj/item/clothing/under/rank/clown/hit_reaction()
|
||||
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1, -1)
|
||||
return 0
|
||||
|
||||
/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 = 0
|
||||
|
||||
/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 = 0.50
|
||||
|
||||
/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/lawyer
|
||||
desc = "Slick threads."
|
||||
name = "Lawyer suit"
|
||||
can_adjust = 0
|
||||
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
item_color = "lawyer_black"
|
||||
|
||||
/obj/item/clothing/under/lawyer/female
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "black_suit_fem"
|
||||
item_color = "black_suit_fem"
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
item_color = "lawyer_red"
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
item_color = "lawyer_blue"
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit
|
||||
name = "blue suit"
|
||||
desc = "A classy suit and tie."
|
||||
icon_state = "bluesuit"
|
||||
item_state = "bluesuit"
|
||||
item_color = "bluesuit"
|
||||
can_adjust = 1
|
||||
alt_covers_chest = 1
|
||||
|
||||
/obj/item/clothing/under/lawyer/purpsuit
|
||||
name = "purple suit"
|
||||
icon_state = "lawyer_purp"
|
||||
item_state = "lawyer_purp"
|
||||
item_color = "lawyer_purp"
|
||||
fitted = NO_FEMALE_UNIFORM
|
||||
can_adjust = 1
|
||||
alt_covers_chest = 1
|
||||
|
||||
/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 = 1
|
||||
alt_covers_chest = 1
|
||||
|
||||
random_sensor = 0
|
||||
|
||||
/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/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
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
|
||||
|
||||
/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 = 0
|
||||
|
||||
/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 = 1
|
||||
|
||||
/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 = 0
|
||||
|
||||
/obj/item/clothing/under/rank/clown/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1, -1)
|
||||
return 0
|
||||
|
||||
/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 = 0
|
||||
|
||||
/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 = 0.50
|
||||
|
||||
/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/lawyer
|
||||
desc = "Slick threads."
|
||||
name = "Lawyer suit"
|
||||
can_adjust = 0
|
||||
|
||||
/obj/item/clothing/under/lawyer/black
|
||||
icon_state = "lawyer_black"
|
||||
item_state = "lawyer_black"
|
||||
item_color = "lawyer_black"
|
||||
|
||||
/obj/item/clothing/under/lawyer/female
|
||||
icon_state = "black_suit_fem"
|
||||
item_state = "black_suit_fem"
|
||||
item_color = "black_suit_fem"
|
||||
|
||||
/obj/item/clothing/under/lawyer/red
|
||||
icon_state = "lawyer_red"
|
||||
item_state = "lawyer_red"
|
||||
item_color = "lawyer_red"
|
||||
|
||||
/obj/item/clothing/under/lawyer/blue
|
||||
icon_state = "lawyer_blue"
|
||||
item_state = "lawyer_blue"
|
||||
item_color = "lawyer_blue"
|
||||
|
||||
/obj/item/clothing/under/lawyer/bluesuit
|
||||
name = "blue suit"
|
||||
desc = "A classy suit and tie."
|
||||
icon_state = "bluesuit"
|
||||
item_state = "bluesuit"
|
||||
item_color = "bluesuit"
|
||||
can_adjust = 1
|
||||
alt_covers_chest = 1
|
||||
|
||||
/obj/item/clothing/under/lawyer/purpsuit
|
||||
name = "purple suit"
|
||||
icon_state = "lawyer_purp"
|
||||
item_state = "lawyer_purp"
|
||||
item_color = "lawyer_purp"
|
||||
fitted = NO_FEMALE_UNIFORM
|
||||
can_adjust = 1
|
||||
alt_covers_chest = 1
|
||||
|
||||
/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 = 1
|
||||
alt_covers_chest = 1
|
||||
|
||||
/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 = 0
|
||||
|
||||
name = "sensible suit"
|
||||
desc = "It's very... sensible."
|
||||
icon_state = "red_suit"
|
||||
item_state = "red_suit"
|
||||
item_color = "red_suit"
|
||||
can_adjust = 0
|
||||
|
||||
/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/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 = 0
|
||||
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/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 = 0
|
||||
|
||||
@@ -1,140 +1,140 @@
|
||||
/*
|
||||
* 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 = 1
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = 0
|
||||
|
||||
/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"
|
||||
/*
|
||||
* Contains:
|
||||
* Security
|
||||
* Detective
|
||||
* Navy uniforms
|
||||
*/
|
||||
|
||||
|
||||
/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 = 1
|
||||
sensor_mode = 3
|
||||
random_sensor = 0
|
||||
|
||||
/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"
|
||||
|
||||
/*
|
||||
* 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 = 1
|
||||
sensor_mode = 3
|
||||
random_sensor = 0
|
||||
|
||||
/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 = 1
|
||||
|
||||
/*
|
||||
* 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 = 1
|
||||
sensor_mode = 3
|
||||
random_sensor = 0
|
||||
|
||||
/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"
|
||||
|
||||
/*
|
||||
* 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 = 1
|
||||
|
||||
/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 = 1
|
||||
|
||||
/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 = 1
|
||||
|
||||
/*
|
||||
*Blueshirt
|
||||
*/
|
||||
|
||||
/obj/item/clothing/under/rank/security/blueshirt
|
||||
desc = "I'm a little busy right now, Calhoun."
|
||||
icon_state = "blueshift"
|
||||
item_state = "blueshift"
|
||||
item_color = "blueshift"
|
||||
can_adjust = 0
|
||||
/*
|
||||
* 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 = 1
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = 0
|
||||
|
||||
/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/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 = 1
|
||||
sensor_mode = 3
|
||||
random_sensor = 0
|
||||
|
||||
/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"
|
||||
|
||||
/*
|
||||
* 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 = 1
|
||||
sensor_mode = 3
|
||||
random_sensor = 0
|
||||
|
||||
/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 = 1
|
||||
|
||||
/*
|
||||
* 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 = 1
|
||||
sensor_mode = 3
|
||||
random_sensor = 0
|
||||
|
||||
/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"
|
||||
|
||||
/*
|
||||
* 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 = 1
|
||||
|
||||
/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 = 1
|
||||
|
||||
/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 = 1
|
||||
|
||||
/*
|
||||
*Blueshirt
|
||||
*/
|
||||
|
||||
/obj/item/clothing/under/rank/security/blueshirt
|
||||
desc = "I'm a little busy right now, Calhoun."
|
||||
icon_state = "blueshift"
|
||||
item_state = "blueshift"
|
||||
item_color = "blueshift"
|
||||
can_adjust = 0
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,38 +1,38 @@
|
||||
/obj/item/clothing/under/shorts
|
||||
name = "athletic shorts"
|
||||
desc = "95% Polyester, 5% Spandex!"
|
||||
gender = PLURAL
|
||||
body_parts_covered = GROIN
|
||||
fitted = NO_FEMALE_UNIFORM
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
can_adjust = 0
|
||||
|
||||
/obj/item/clothing/under/shorts/red
|
||||
/obj/item/clothing/under/shorts
|
||||
name = "athletic shorts"
|
||||
desc = "95% Polyester, 5% Spandex!"
|
||||
gender = PLURAL
|
||||
body_parts_covered = GROIN
|
||||
fitted = NO_FEMALE_UNIFORM
|
||||
mutantrace_variation = MUTANTRACE_VARIATION
|
||||
can_adjust = 0
|
||||
|
||||
/obj/item/clothing/under/shorts/red
|
||||
name = "red athletic shorts"
|
||||
icon_state = "redshorts"
|
||||
item_color = "redshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/green
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
icon_state = "greyshorts"
|
||||
item_color = "greyshorts"
|
||||
|
||||
/obj/item/clothing/under/shorts/purple
|
||||
name = "purple athletic shorts"
|
||||
icon_state = "purpleshorts"
|
||||
icon_state = "purpleshorts"
|
||||
item_color = "purpleshorts"
|
||||
@@ -1,42 +1,42 @@
|
||||
/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"
|
||||
/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 = 1
|
||||
|
||||
/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/sniper
|
||||
name = "Tactical turtleneck suit"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 40)
|
||||
alt_covers_chest = 1
|
||||
|
||||
/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/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"
|
||||
|
||||
/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"
|
||||
|
||||
/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 = 0
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
|
||||
icon_state = "really_black_suit"
|
||||
item_state = "bl_suit"
|
||||
item_color = "black_suit"
|
||||
|
||||
/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"
|
||||
|
||||
/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 = 0
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
|
||||
resistance_flags = 0
|
||||
|
||||
/obj/item/clothing/under/syndicate/combat
|
||||
|
||||
Reference in New Issue
Block a user