@@ -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'
|
||||
Reference in New Issue
Block a user