Revert "PLASE"

This reverts commit 8af225e6e3.
This commit is contained in:
Fermi
2019-11-24 03:06:08 +00:00
parent aeb8606ce0
commit ba4fa1ef67
2145 changed files with 1387321 additions and 5257 deletions
@@ -0,0 +1,49 @@
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
/obj/item/clothing/head/helmet/space
name = "space helmet"
icon_state = "spaceold"
desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SNUG_FIT
item_state = "spaceold"
permeability_coefficient = 0.01
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
flash_protect = 2
strip_delay = 50
equip_delay_other = 50
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
resistance_flags = NONE
dog_fashion = null
mutantrace_variation = MUTANTRACE_VARIATION
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/clothing/suit/space
name = "space suit"
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
icon_state = "spaceold"
item_state = "s_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
strip_delay = 80
equip_delay_other = 80
resistance_flags = NONE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //rated for cosmic radation :honk:
tauric = TRUE //Citadel Add for tauric hardsuits
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,999 @@
//Baseline hardsuits
/obj/item/clothing/head/helmet/space/hardsuit
name = "hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
max_integrity = 300
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
var/basestate = "hardsuit"
var/brightness_on = 4 //luminosity when on
var/on = FALSE
var/obj/item/clothing/suit/space/hardsuit/suit
item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite)
actions_types = list(/datum/action/item_action/toggle_helmet_light)
var/rad_count = 0
var/rad_record = 0
var/grace_count = 0
var/datum/looping_sound/geiger/soundloop
/obj/item/clothing/head/helmet/space/hardsuit/Initialize()
. = ..()
soundloop = new(list(), FALSE, TRUE)
soundloop.volume = 5
START_PROCESSING(SSobj, src)
/obj/item/clothing/head/helmet/space/hardsuit/Destroy()
. = ..()
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user)
on = !on
icon_state = "[basestate][on]-[item_color]"
user.update_inv_head() //so our mob-overlays update
if(on)
set_light(brightness_on)
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/dropped(mob/user)
..()
if(suit)
suit.RemoveHelmet()
soundloop.stop(user)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_HEAD)
return 1
/obj/item/clothing/head/helmet/space/hardsuit/equipped(mob/user, slot)
..()
if(slot != SLOT_HEAD)
if(suit)
suit.RemoveHelmet()
soundloop.stop(user)
else
qdel(src)
else
soundloop.start(user)
/obj/item/clothing/head/helmet/space/hardsuit/proc/display_visor_message(var/msg)
var/mob/wearer = loc
if(msg && ishuman(wearer))
wearer.show_message("[icon2html(src, wearer)]<b><span class='robot'>[msg]</span></b>", 1)
/obj/item/clothing/head/helmet/space/hardsuit/rad_act(severity)
. = ..()
rad_count += severity
/obj/item/clothing/head/helmet/space/hardsuit/process()
if(!rad_count)
grace_count++
if(grace_count == 2)
soundloop.last_radiation = 0
return
grace_count = 0
rad_record -= rad_record/5
rad_record += rad_count/5
rad_count = 0
soundloop.last_radiation = rad_record
/obj/item/clothing/head/helmet/space/hardsuit/emp_act(severity)
. = ..()
display_visor_message("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!")
/obj/item/clothing/suit/space/hardsuit
name = "hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
max_integrity = 300
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
siemens_coefficient = 0
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
actions_types = list(/datum/action/item_action/toggle_helmet)
var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
var/obj/item/tank/jetpack/suit/jetpack = null
/obj/item/clothing/suit/space/hardsuit/Initialize()
if(jetpack && ispath(jetpack))
jetpack = new jetpack(src)
. = ..()
/obj/item/clothing/suit/space/hardsuit/attack_self(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
..()
/obj/item/clothing/suit/space/hardsuit/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/tank/jetpack/suit))
if(jetpack)
to_chat(user, "<span class='warning'>[src] already has a jetpack installed.</span>")
return
if(src == user.get_item_by_slot(SLOT_WEAR_SUIT)) //Make sure the player is not wearing the suit before applying the upgrade.
to_chat(user, "<span class='warning'>You cannot install the upgrade to [src] while wearing it.</span>")
return
if(user.transferItemToLoc(I, src))
jetpack = I
to_chat(user, "<span class='notice'>You successfully install the jetpack into [src].</span>")
return
else if(istype(I, /obj/item/screwdriver))
if(!jetpack)
to_chat(user, "<span class='warning'>[src] has no jetpack installed.</span>")
return
if(src == user.get_item_by_slot(SLOT_WEAR_SUIT))
to_chat(user, "<span class='warning'>You cannot remove the jetpack from [src] while wearing it.</span>")
return
jetpack.turn_off(user)
jetpack.forceMove(drop_location())
jetpack = null
to_chat(user, "<span class='notice'>You successfully remove the jetpack from [src].</span>")
return
return ..()
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
..()
if(jetpack)
if(slot == SLOT_WEAR_SUIT)
for(var/X in jetpack.actions)
var/datum/action/A = X
A.Grant(user)
/obj/item/clothing/suit/space/hardsuit/dropped(mob/user)
..()
if(jetpack)
for(var/X in jetpack.actions)
var/datum/action/A = X
A.Remove(user)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
return 1
//Engineering
/obj/item/clothing/head/helmet/space/hardsuit/engine
name = "engineering hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
item_color = "engineering"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/engine
name = "engineering hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
resistance_flags = FIRE_PROOF
tauric = TRUE //Citadel Add for tauric hardsuits
//Atmospherics
/obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
name = "atmospherics hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding."
icon_state = "hardsuit0-atmospherics"
item_state = "atmo_helm"
item_color = "atmospherics"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/atmos
name = "atmospherics hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
icon_state = "hardsuit-atmospherics"
item_state = "atmo_hardsuit"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
tauric = TRUE //Citadel Add for tauric hardsuits
//Chief Engineer's hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/engine/elite
name = "advanced hardsuit helmet"
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
icon_state = "hardsuit0-white"
item_state = "ce_helm"
item_color = "white"
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 90, "fire" = 100, "acid" = 90)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/elite
icon_state = "hardsuit-white"
name = "advanced hardsuit"
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
item_state = "ce_hardsuit"
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 90, "fire" = 100, "acid" = 90)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
jetpack = /obj/item/tank/jetpack/suit
tauric = TRUE //Citadel Add for tauric hardsuits
//Mining hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/mining
name = "mining hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights."
icon_state = "hardsuit0-mining"
item_state = "mining_helm"
item_color = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75)
brightness_on = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
/obj/item/clothing/suit/space/hardsuit/mining
icon_state = "hardsuit-mining"
name = "mining hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters."
item_state = "mining_hardsuit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/mining/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
//Syndicate hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi
name = "blood-red hardsuit helmet"
desc = "A dual-mode advanced helmet designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
on = TRUE
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
visor_flags = STOPSPRESSUREDAMAGE
/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon()
icon_state = "hardsuit[on]-[item_color]"
/obj/item/clothing/head/helmet/space/hardsuit/syndi/Initialize()
. = ..()
if(istype(loc, /obj/item/clothing/suit/space/hardsuit/syndi))
linkedsuit = loc
/obj/item/clothing/head/helmet/space/hardsuit/syndi/attack_self(mob/user) //Toggle Helmet
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You cannot toggle your helmet while in this [user.loc]!</span>" )
return
on = !on
if(on || force)
to_chat(user, "<span class='notice'>You switch your hardsuit to EVA mode, sacrificing speed for space protection.</span>")
name = initial(name)
desc = initial(desc)
set_light(brightness_on)
clothing_flags |= visor_flags
flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
flags_inv |= visor_flags_inv
cold_protection |= HEAD
else
to_chat(user, "<span class='notice'>You switch your hardsuit to combat mode and can now run at full speed.</span>")
name += " (combat)"
desc = alt_desc
set_light(0)
clothing_flags &= ~visor_flags
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv &= ~visor_flags_inv
cold_protection &= ~HEAD
update_icon()
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
toggle_hardsuit_mode(user)
user.update_inv_head()
if(iscarbon(user))
var/mob/living/carbon/C = user
C.head_update(src, forced = 1)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/syndi/proc/toggle_hardsuit_mode(mob/user) //Helmet Toggles Suit Mode
if(linkedsuit)
if(on)
linkedsuit.name = initial(linkedsuit.name)
linkedsuit.desc = initial(linkedsuit.desc)
linkedsuit.slowdown = 1
linkedsuit.clothing_flags |= STOPSPRESSUREDAMAGE
linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS
else
linkedsuit.name += " (combat)"
linkedsuit.desc = linkedsuit.alt_desc
linkedsuit.slowdown = 0
linkedsuit.clothing_flags &= ~STOPSPRESSUREDAMAGE
linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
linkedsuit.icon_state = "hardsuit[on]-[item_color]"
linkedsuit.update_icon()
user.update_inv_wear_suit()
user.update_inv_w_uniform()
/obj/item/clothing/suit/space/hardsuit/syndi
name = "blood-red hardsuit"
desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
jetpack = /obj/item/tank/jetpack/suit
tauric = TRUE //Citadel Add for tauric hardsuits
//Elite Syndie suit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit helmet"
desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
visor_flags_inv = 0
visor_flags = 0
on = FALSE
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit"
desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode."
alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode."
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
tauric = TRUE //Citadel Add for tauric hardsuits
//The Owl Hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
name = "owl hardsuit helmet"
desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in travel mode."
alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_helmet"
item_color = "owl"
visor_flags_inv = 0
visor_flags = 0
on = FALSE
/obj/item/clothing/suit/space/hardsuit/syndi/owl
name = "owl hardsuit"
desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in travel mode."
alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_suit"
item_color = "owl"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
//Wizard hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/wizard
name = "gem-encrusted hardsuit helmet"
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/wizard
icon_state = "hardsuit-wiz"
name = "gem-encrusted hardsuit"
desc = "A bizarre gem-encrusted suit that radiates magical energies."
item_state = "wiz_hardsuit"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/wizard
/obj/item/clothing/suit/space/hardsuit/wizard/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, FALSE, FALSE, ITEM_SLOT_OCLOTHING, INFINITY, FALSE)
//Medical hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/medical
name = "medical hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort, but does not protect the eyes from intense light."
icon_state = "hardsuit0-medical"
item_state = "medical_helm"
item_color = "medical"
flash_protect = 0
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
scan_reagents = TRUE
/obj/item/clothing/suit/space/hardsuit/medical
icon_state = "hardsuit-medical"
name = "medical hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement."
item_state = "medical_hardsuit"
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical)
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
tauric = TRUE //Citadel Add for tauric hardsuits
//Research Director hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/rd
name = "prototype hardsuit helmet"
desc = "A prototype helmet designed for research in a hazardous, low pressure environment. Scientific data flashes across the visor."
icon_state = "hardsuit0-rd"
item_color = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80)
var/obj/machinery/doppler_array/integrated/bomb_radar
scan_reagents = TRUE
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner)
/obj/item/clothing/head/helmet/space/hardsuit/rd/Initialize()
. = ..()
bomb_radar = new /obj/machinery/doppler_array/integrated(src)
/obj/item/clothing/head/helmet/space/hardsuit/rd/equipped(mob/living/carbon/human/user, slot)
..()
if (slot == SLOT_HEAD)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.add_hud_to(user)
/obj/item/clothing/head/helmet/space/hardsuit/rd/dropped(mob/living/carbon/human/user)
..()
if (user.head == src)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.remove_hud_from(user)
/obj/item/clothing/suit/space/hardsuit/rd
icon_state = "hardsuit-rd"
name = "prototype hardsuit"
desc = "A prototype suit that protects against hazardous, low pressure environments. Fitted with extensive plating for handling explosives and dangerous research materials."
item_state = "hardsuit-rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
tauric = TRUE //Citadel Add for tauric hardsuits
//Security hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/security
name = "security hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
/obj/item/clothing/suit/space/hardsuit/security
icon_state = "hardsuit-sec"
name = "security hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
item_state = "sec_hardsuit"
armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/security/Initialize()
. = ..()
allowed = GLOB.security_hardsuit_allowed
//Head of Security hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/security/hos
name = "head of security's hardsuit helmet"
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-hos"
item_color = "hos"
armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95)
/obj/item/clothing/suit/space/hardsuit/security/hos
icon_state = "hardsuit-hos"
name = "head of security's hardsuit"
desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
jetpack = /obj/item/tank/jetpack/suit
tauric = TRUE //Citadel Add for tauric hardsuits
//Captain
/obj/item/clothing/head/helmet/space/hardsuit/captain
name = "captain's hardsuit helmet"
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A tactical SWAT helmet MK.II boasting better protection and a horrible fashion sense."
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/captain/attack_self()
return //Sprites required for flashlight
/obj/item/clothing/suit/space/hardsuit/captain
name = "captain's SWAT suit"
desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. Better not let the assistants get a hold of it."
icon_state = "caparmor"
item_state = "capspacesuit"
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/captain
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/captain/Initialize()
. = ..()
allowed = GLOB.security_hardsuit_allowed
//Clown
/obj/item/clothing/head/helmet/space/hardsuit/clown
name = "cosmohonk hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding."
icon_state = "hardsuit0-clown"
item_state = "hardsuit0-clown"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30)
item_color = "clown"
/obj/item/clothing/suit/space/hardsuit/clown
name = "cosmohonk hardsuit"
desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it."
icon_state = "hardsuit-clown"
item_state = "clown_hardsuit"
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown
/obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, slot)
if(!..() || !ishuman(M))
return FALSE
var/mob/living/carbon/human/H = M
if(H.mind.assigned_role == "Clown")
return TRUE
else
return FALSE
//Old Prototype
/obj/item/clothing/head/helmet/space/hardsuit/ancient
name = "prototype RIG hardsuit helmet"
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
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)
item_color = "ancient"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ancient
name = "prototype RIG hardsuit"
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
item_state = "anc_hardsuit"
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
slowdown = 3
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
var/footstep = 1
var/mob/listeningTo
/obj/item/clothing/suit/space/hardsuit/ancient/mason
name = "M.A.S.O.N RIG"
desc = "The Multi-Augmented Severe Operations Networked Resource Integration Gear is an man-portable tank designed for extreme environmental situations. It is excessively bulky, but rated for all but the most atomic of hazards. The specialized armor is surprisingly weak to conventional weaponry. The exo slot can attach most storge bags on to the suit."
icon_state = "hardsuit-ancient"
item_state = "anc_hardsuit"
armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
slowdown = 6 //Slow
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient/mason
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/ancient/mason
name = "M.A.S.O.N RIG helmet"
desc = "The M.A.S.O.N RIG helmet is complimentary to the rest of the armor. It features a very large, high powered flood lamp and robust flash protection."
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
item_color = "ancient"
brightness_on = 16
scan_reagents = TRUE
flash_protect = 5 //We will not be flash by bombs
tint = 1
var/obj/machinery/doppler_array/integrated/bomb_radar
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/ancient/mason/Initialize()
. = ..()
bomb_radar = new /obj/machinery/doppler_array/integrated(src)
/obj/item/clothing/head/helmet/space/hardsuit/ancient/mason/equipped(mob/living/carbon/human/user, slot)
..()
if (slot == SLOT_HEAD)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.add_hud_to(user)
/obj/item/clothing/head/helmet/space/hardsuit/ancient/mason/dropped(mob/living/carbon/human/user)
..()
if (user.head == src)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.remove_hud_from(user)
/obj/item/clothing/suit/space/hardsuit/ancient/proc/on_mob_move()
var/mob/living/carbon/human/H = loc
if(!istype(H) || H.wear_suit != src)
return
if(footstep > 1)
playsound(src, 'sound/effects/servostep.ogg', 100, 1)
footstep = 0
else
footstep++
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
. = ..()
if(slot != SLOT_WEAR_SUIT)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
return
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
listeningTo = user
/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
. = ..()
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
listeningTo = null
return ..()
/////////////SHIELDED//////////////////////////////////
/obj/item/clothing/suit/space/hardsuit/shielded
name = "shielded hardsuit"
desc = "A hardsuit with built in energy shielding. Will rapidly recharge when not under fire."
icon_state = "hardsuit-hos"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
allowed = null
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/current_charges = 3
var/max_charges = 3 //How many charges total the shielding has
var/recharge_delay = 200 //How long after we've been shot before we can start recharging. 20 seconds here
var/recharge_cooldown = 0 //Time since we've last been shot
var/recharge_rate = 1 //How quickly the shield recharges once it starts charging
var/shield_state = "shield-old"
var/shield_on = "shield-old"
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/shielded/Initialize()
. = ..()
if(!allowed)
allowed = GLOB.advanced_hardsuit_allowed
/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
s.set_up(2, 1, src)
s.start()
owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
current_charges--
if(recharge_rate)
START_PROCESSING(SSobj, src)
if(current_charges <= 0)
owner.visible_message("[owner]'s shield overloads!")
shield_state = "broken"
owner.update_inv_wear_suit()
return 1
return 0
/obj/item/clothing/suit/space/hardsuit/shielded/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/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)
if(current_charges == max_charges)
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
STOP_PROCESSING(SSobj, src)
shield_state = "[shield_on]"
if(ishuman(loc))
var/mob/living/carbon/human/C = loc
C.update_inv_wear_suit()
/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands)
. = list()
if(!isinhands)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', shield_state, MOB_LAYER + 0.01)
else
. += mutable_appearance('icons/effects/effects.dmi', shield_state, MOB_LAYER + 0.01)
/obj/item/clothing/head/helmet/space/hardsuit/shielded
resistance_flags = FIRE_PROOF | ACID_PROOF
///////////////Capture the Flag////////////////////
/obj/item/clothing/suit/space/hardsuit/shielded/ctf
name = "white shielded hardsuit"
desc = "Standard issue hardsuit for playing capture the flag."
icon_state = "ert_medical"
item_state = "ert_medical"
item_color = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
slowdown = 0
max_charges = 5
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CAPTURE_THE_FLAG_TRAIT)
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/red
name = "red shielded hardsuit"
icon_state = "ert_security"
item_state = "ert_security"
item_color = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
shield_state = "shield-red"
shield_on = "shield-red"
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
name = "blue shielded hardsuit"
desc = "Standard issue hardsuit for playing capture the flag."
icon_state = "ert_command"
item_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
name = "shielded hardsuit helmet"
desc = "Standard issue hardsuit helmet for playing capture the flag."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue
name = "shielded hardsuit helmet"
desc = "Standard issue hardsuit helmet for playing capture the flag."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
//////Syndicate Version
/obj/item/clothing/suit/space/hardsuit/shielded/syndi
name = "blood-red hardsuit"
desc = "An advanced hardsuit with built in energy shielding."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
slowdown = 0
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/shielded/syndi/Initialize()
jetpack = new /obj/item/tank/jetpack/suit(src)
. = ..()
/obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
name = "blood-red hardsuit helmet"
desc = "An advanced hardsuit helmet with built in energy shielding."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
///SWAT version
/obj/item/clothing/suit/space/hardsuit/shielded/swat
name = "death commando spacesuit"
desc = "An advanced hardsuit favored by commandos for use in special operations."
icon_state = "deathsquad"
item_state = "swat_suit"
item_color = "syndi"
max_charges = 4
current_charges = 4
recharge_delay = 15
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
dog_fashion = /datum/dog_fashion/back/deathsquad
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
name = "death commando helmet"
desc = "A tactical helmet with built in energy shielding."
icon_state = "deathsquad"
item_state = "deathsquad"
item_color = "syndi"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
/*
CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
*/
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
name = "cydonian helmet"
desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
icon_state = "knight_cydonia"
item_state = "knight_yellow"
item_color = null
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
heat_protection = HEAD
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
brightness_on = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
var/energy_color = "#35FFF0"
var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/Initialize()
. = ..()
if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
var/obj/item/clothing/suit/space/hardsuit/lavaknight/S = loc
energy_color = S.energy_color
update_icon()
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
on = !on
if(on)
set_light(brightness_on)
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
var/mutable_appearance/helm_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
if(energy_color)
helm_overlay.color = energy_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(helm_overlay)
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
energy_overlay.plane = ABOVE_LIGHTING_LAYER
energy_overlay.color = energy_color
. += energy_overlay
/obj/item/clothing/suit/space/hardsuit/lavaknight
icon_state = "knight_cydonia"
name = "cydonian armor"
desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
item_state = "swat_suit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
tauric = TRUE //Citadel Add for tauric hardsuits
var/energy_color = "#35FFF0"
/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
..()
light_color = energy_color
set_light(1)
update_icon()
/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
var/mutable_appearance/suit_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
if(energy_color)
suit_overlay.color = energy_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(suit_overlay)
/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay
if(taurmode == SNEK_TAURIC)
energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_naga.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
else if(taurmode == PAW_TAURIC)
energy_overlay = mutable_appearance('modular_citadel/icons/mob/taur_canine.dmi', "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
else
energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
energy_overlay.plane = ABOVE_LIGHTING_LAYER
energy_overlay.color = energy_color
. += energy_overlay
/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
if(user.incapacitated() || !istype(user) || !in_range(src, user))
return
if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"","Choose Energy Color",energy_color) as color|null
if(energy_color_input)
energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
user.update_inv_wear_suit()
if(helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/H = helmet
H.energy_color = energy_color
user.update_inv_head()
H.update_icon()
update_icon()
user.update_inv_wear_suit()
light_color = energy_color
update_light()
/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
@@ -0,0 +1,440 @@
//miscellaneous spacesuits
/*
Contains:
- Captain's spacesuit
- Death squad's hardsuit
- SWAT suit
- Officer's beret/spacesuit
- NASA Voidsuit
- Father Christmas' magical clothes
- Pirate's spacesuit
- ERT hardsuit: Command, Sec, Engi, Med
- ERT High Alarm - Command, Sec, Engi, Med
- EVA spacesuit
- Freedom's spacesuit (freedom from vacuum's oppression)
- Carp hardsuit
*/
//Death squad armored space suits, not hardsuits!
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad
name = "MK.III SWAT Helmet"
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad/attack_self(mob/user)
return
/obj/item/clothing/suit/space/hardsuit/deathsquad
name = "MK.III SWAT Suit"
desc = "A prototype designed to replace the ageing MK.II SWAT suit. Based on the streamlined MK.II model, the traditional ceramic and graphene plate construction was replaced with plasteel, allowing superior armor against most threats. There's room for some kind of energy projection device on the back."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad
dog_fashion = /datum/dog_fashion/back/deathsquad
//NEW SWAT suit
/obj/item/clothing/suit/space/swat
name = "MK.I SWAT Suit"
desc = "A tactical space suit first developed in a joint effort by the defunct IS-ERI and Nanotrasen in 20XX for military space operations. A tried and true workhorse, it is very difficult to move in but offers robust protection against all threats!"
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/beret
name = "officer's beret"
desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
icon_state = "beret_badge"
dynamic_hair_suffix = "+generic"
dynamic_fhair_suffix = "+generic"
flags_inv = 0
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/suit/space/officer
name = "officer's jacket"
desc = "An armored, space-proof jacket used in special operations."
icon_state = "detective"
item_state = "det_suit"
blood_overlay_type = "coat"
slowdown = 0
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
//NASA Voidsuit
/obj/item/clothing/head/helmet/space/nasavoid
name = "NASA Void Helmet"
desc = "An old, NASA CentCom branch designed, dark red space suit helmet."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid
name = "NASA Voidsuit"
icon_state = "void"
item_state = "void"
desc = "An old, NASA CentCom branch designed, dark red space suit."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
/obj/item/clothing/head/helmet/space/nasavoid/old
name = "Engineering Void Helmet"
desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid/old
name = "Engineering Voidsuit"
icon_state = "void"
item_state = "void"
desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags_cover = HEADCOVERSEYES
mutantrace_variation = NO_MUTANTRACE_VARIATION
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/suit/space/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
allowed = list(/obj/item) //for stuffing exta special presents
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "royal tricorne"
desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar."
icon_state = "pirate"
item_state = "pirate"
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
flags_inv = HIDEHAIR
strip_delay = 40
equip_delay_other = 20
flags_cover = HEADCOVERSEYES
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/head/helmet/space/pirate/bandana
name = "royal bandana"
desc = "A space-proof bandanna crafted with reflective kevlar."
icon_state = "bandana"
item_state = "bandana"
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/suit/space/pirate
name = "royal waistcoat "
desc = "A royal, space-proof waistcoat. The inside of it is lined with reflective kevlar."
icon_state = "pirate"
item_state = "pirate"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = 0
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
strip_delay = 40
equip_delay_other = 20
//Emergency Response Team suits
/obj/item/clothing/head/helmet/space/hardsuit/ert
name = "emergency response unit helmet"
desc = "Standard issue command helmet for the ERT."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
item_color = "ert_commander"
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
brightness_on = 7
resistance_flags = ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/ert/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/ert
name = "emergency response team suit"
desc = "Standard issue command suit for the ERT."
icon_state = "ert_command"
item_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
slowdown = 0
strip_delay = 130
resistance_flags = ACID_PROOF
tauric = TRUE //Citadel Add for tauric hardsuits
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/sec
desc = "Standard issue security helmet for the ERT."
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
item_color = "ert_security"
/obj/item/clothing/suit/space/hardsuit/ert/sec
desc = "Standard issue security suit for the ERT."
icon_state = "ert_security"
item_state = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/engi
desc = "Standard issue engineer helmet for the ERT."
icon_state = "hardsuit0-ert_engineer"
item_state = "hardsuit0-ert_engineer"
item_color = "ert_engineer"
/obj/item/clothing/suit/space/hardsuit/ert/engi
desc = "Standard issue engineer suit for the ERT."
icon_state = "ert_engineer"
item_state = "ert_engineer"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/med
desc = "Standard issue medical helmet for the ERT."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
item_color = "ert_medical"
/obj/item/clothing/suit/space/hardsuit/ert/med
desc = "Standard issue medical suit for the ERT."
icon_state = "ert_medical"
item_state = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med
species_exception = list(/datum/species/angel)
//Red alert ERT
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert
name = "emergency response unit helmet"
desc = "Red alert command helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_commander-alert"
item_state = "hardsuit0-ert_commander-alert"
item_color = "ert_commander-alert"
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
brightness_on = 8
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/alert
name = "emergency response team suit"
desc = "Red alert command suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_command-alert"
item_state = "ert_command-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec
desc = "Red alert security helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_security-alert"
item_state = "hardsuit0-ert_security-alert"
item_color = "ert_security-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/sec
desc = "Red alert security suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_security-alert"
item_state = "ert_security-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi
desc = "Red alert engineer helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_engineer-alert"
item_state = "hardsuit0-ert_engineer-alert"
item_color = "ert_engineer-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/engi
desc = "Red alert engineer suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_engineer-alert"
item_state = "ert_engineer-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med
desc = "Red alert medical helmet for the ERT. This one is more armored than its standard version."
icon_state = "hardsuit0-ert_medical-alert"
item_state = "hardsuit0-ert_medical-alert"
item_color = "ert_medical-alert"
/obj/item/clothing/suit/space/hardsuit/ert/alert/med
desc = "Red alert medical suit for the ERT. This one is more armored than its standard version."
icon_state = "ert_medical-alert"
item_state = "ert_medical-alert"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med
species_exception = list(/datum/species/angel)
/obj/item/clothing/suit/space/eva
name = "EVA suit"
icon_state = "space"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
icon_state = "space"
item_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
item_state = "griffinhat"
armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
icon_state = "freedom"
item_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
slowdown = 0
//Carpsuit, bestsuit, lovesuit
/obj/item/clothing/head/helmet/space/hardsuit/carp
name = "carp helmet"
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
item_state = "syndicate"
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy as a space carp
brightness_on = 0 //luminosity when on
actions_types = list()
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/head/helmet/space/hardsuit/carp/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/carp
name = "carp space suit"
desc = "A slimming piece of dubious space carp technology, you suspect it won't stand up to hand-to-hand blows."
icon_state = "carp_suit"
item_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/automatic/speargun) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
name = "paranormal response unit helmet"
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-prt"
item_state = "hardsuit0-prt"
item_color = "knight_grey"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
resistance_flags = FIRE_PROOF
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_HEAD)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal
name = "paranormal response team suit"
desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats."
icon_state = "knight_grey"
item_state = "knight_grey"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inq"
item_state = "hardsuit-inq"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's helmet"
icon_state = "hardsuit0-inq"
item_state = "hardsuit0-inq"
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker
name = "champion's hardsuit"
desc = "Voices echo from the hardsuit, driving the user insane."
icon_state = "hardsuit-beserker"
item_state = "hardsuit-beserker"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
name = "champion's helmet"
desc = "Peering into the eyes of the helmet is enough to seal damnation."
icon_state = "hardsuit0-beserker"
item_state = "hardsuit0-beserker"
/obj/item/clothing/head/helmet/space/fragile
name = "emergency space helmet"
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
name = "emergency space suit"
desc = "A bulky, air-tight suit meant to protect the user during emergency situations. It doesn't look very durable."
var/torn = FALSE
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 2
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
tauric = TRUE //Citadel Add for tauric hardsuits
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!torn && prob(50))
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
clothing_flags &= ~STOPSPRESSUREDAMAGE
name = "torn [src]."
desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
torn = TRUE
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1)
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
@@ -0,0 +1,120 @@
//VG Ports
/obj/item/clothing/head/helmet/space/hardsuit/soviet
name = "soviet hardhelmet"
desc = "Crafted with the pride of the proletariat. The vengeful gaze of the visor roots out all fascists and capitalists."
item_state = "hardsuit0-soviet"
icon_state = "hardsuit0-soviet"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
item_color = "soviet"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/suit/space/hardsuit/soviet
name = "soviet hardsuit"
desc = "Crafted with the pride of the proletariat. The last thing the enemy sees is the bottom of this armor's boot."
item_state = "hardsuit-soviet"
icon_state = "hardsuit-soviet"
slowdown = 1
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/melee/)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/head/helmet/space/hardsuit/knight
name = "Space-Knight helm"
desc = "A well polished helmet belonging to a Space-Knight. Favored by space-jousters for its ability to stay on tight after being launched from a mass driver."
icon_state = "hardsuit0-knight"
item_state = "hardsuit0-knight"
armor = list(melee = 60, bullet = 40, laser = 40,energy = 30, bomb = 50, bio = 100, rad = 60)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
item_color="knight"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/suit/space/hardsuit/knight
name = "Space-Knight armour"
desc = "A well polished set of armour belonging to a Space-Knight. Maidens Rescued in Space: 100, Maidens who have slept with me in Space: 0."
icon_state = "hardsuit-knight"
item_state = "hardsuit-knight"
slowdown = 1
allowed = list(/obj/item/gun,/obj/item/melee/baton,/obj/item/tank,/obj/item/shield/energy,/obj/item/claymore)
armor = list(melee = 60, bullet = 40, laser = 40,energy = 30, bomb = 50, bio = 100, rad = 60)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0.5
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/knight
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/head/helmet/space/hardsuit/knight/black
name = "Black Knight's helm"
desc = "An ominous black helmet with a gold trim. The small viewports create an intimidating look, while also making it nearly impossible to see anything."
icon_state = "hardsuit0-blackknight"
item_state = "hardsuit0-blackknight"
armor = list(melee = 70, bullet = 65, laser = 50,energy = 25, bomb = 60, bio = 100, rad = 60)
item_color="blackknight"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/suit/space/hardsuit/knight/black
name = "Black Knight's armour"
desc = "An ominous black suit of armour with a gold trim. Surprisingly good at preventing accidental loss of limbs."
icon_state = "hardsuit-blackknight"
item_state = "hardsuit-blackknight"
armor = list(melee = 70, bullet = 65, laser = 50,energy = 25, bomb = 60, bio = 100, rad = 60)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/knight/black
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/head/helmet/space/hardsuit/knight/solaire
name = "Solar helm"
desc = "A simple helmet. 'Made in Astora' is inscribed on the back."
icon_state = "hardsuit0-solaire"
item_state = "hardsuit0-solaire"
armor = list(melee = 60, bullet = 65, laser = 90,energy = 30, bomb = 60, bio = 100, rad = 100)
item_color="solaire"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/suit/space/hardsuit/knight/solaire
name = "Solar armour"
desc = "A solar powered hardsuit with a fancy insignia on the chest. Perfect for stargazers and adventurers alike."
icon_state = "hardsuit-solaire"
item_state = "hardsuit-solaire"
armor = list(melee = 60, bullet = 65, laser = 90,energy = 30, bomb = 60, bio = 100, rad = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/knight/solaire
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/head/helmet/space/hardsuit/t51b
name = "T-51b Power Armor"
desc = "Relic of a bygone era, the T-51b is powered by a TX-28 MicroFusion Pack, which holds enough fuel to power its internal hydraulics for a century!"
icon_state = "hardsuit0-t51b"
item_state = "hardsuit0-t51b"
armor = list(melee = 35, bullet = 35, laser = 40, energy = 40, bomb = 80, bio = 100, rad = 100)
item_color="t51b"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/suit/space/hardsuit/t51b
name = "T-51b Power Armor"
desc = "Relic of a bygone era, the T-51b is powered by a TX-28 MicroFusion Pack, which holds enough fuel to power its internal hydraulics for a century!"
icon_state = "hardsuit-t51b"
item_state = "hardsuit-t51b"
armor = list(melee = 35, bullet = 35, laser = 40, energy = 40, bomb = 80, bio = 100, rad = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/t51b
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/head/helmet/space/bomberman
name = "Bomberman head"
desc = "Terrorism has never looked so adorable."
icon_state = "bomberman"
item_state = "bomberman"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
siemens_coefficient = 0
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
obj/item/clothing/suit/space/bomberman
name = "Bomberman's suit"
desc = "Doesn't actually make you immune to bombs!"
icon_state = "bomberman"
item_state = "bomberman"
slowdown = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
siemens_coefficient = 0
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'