12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -4,12 +4,13 @@
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icon_state = "chronohelmet"
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item_state = "chronohelmet"
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slowdown = 1
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armor = list(melee = 60, bullet = 30/*bullet through the visor*/, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
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armor = list(melee = 60, bullet = 30/*bullet through the visor*/, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90, fire = 100, acid = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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var/obj/item/clothing/suit/space/chronos/suit = null
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/obj/item/clothing/head/helmet/space/chronos/dropped()
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if(suit)
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suit.deactivate()
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suit.deactivate(1, 1)
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..()
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/obj/item/clothing/head/helmet/space/chronos/Destroy()
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@@ -19,21 +20,23 @@
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/obj/item/clothing/suit/space/chronos
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name = "Chronosuit"
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desc = "An advanced spacesuit equipped with teleportation and anti-compression technology"
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desc = "An advanced spacesuit equipped with time-bluespace teleportation and anti-compression technology"
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icon_state = "chronosuit"
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item_state = "chronosuit"
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actions_types = list(/datum/action/item_action/toggle)
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90, fire = 100, acid = 1000)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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var/list/chronosafe_items = list(/obj/item/weapon/chrono_eraser, /obj/item/weapon/gun/energy/chrono_gun)
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var/hands_nodrop_states
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var/list/hands_nodrop = list()
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var/obj/item/clothing/head/helmet/space/chronos/helmet = null
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var/obj/effect/chronos_cam/camera = null
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var/atom/movable/overlay/phase_underlay = null
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var/image/phase_underlay = null
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var/datum/action/innate/chrono_teleport/teleport_now = new
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var/activating = 0
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var/activated = 0
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var/cooldowntime = 50 //deciseconds
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var/teleporting = 0
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var/phase_timer_id
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/obj/item/clothing/suit/space/chronos/New()
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..()
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@@ -69,25 +72,33 @@
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switch(severity)
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if(1)
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if(activated && user && ishuman(user) && (user.wear_suit == src))
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user << "<span class='userdanger'>E:FATAL:RAM_READ_FAIL\nE:FATAL:STACK_EMPTY\nE:FATAL:READ_NULL_POINT\nE:FATAL:PWR_BUS_OVERLOAD</span>"
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user << "<span class='danger'>E:FATAL:RAM_READ_FAIL\nE:FATAL:STACK_EMPTY\nE:FATAL:READ_NULL_POINT\nE:FATAL:PWR_BUS_OVERLOAD</span>"
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user << "<span class='userdanger'>An electromagnetic pulse disrupts your [name] and violently tears you out of time-bluespace!</span>"
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user.emote("scream")
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deactivate(1, 1)
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/obj/item/clothing/suit/space/chronos/proc/finish_chronowalk()
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var/mob/living/carbon/human/user = src.loc
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/obj/item/clothing/suit/space/chronos/proc/finish_chronowalk(mob/living/carbon/human/user, turf/to_turf)
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if(!user)
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user = src.loc
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if(phase_timer_id)
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deltimer(phase_timer_id)
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phase_timer_id = 0
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if(istype(user))
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if(to_turf)
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user.forceMove(to_turf)
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user.SetStunned(0)
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user.next_move = 1
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user.alpha = 255
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user.color = "#ffffff"
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user.update_atom_colour()
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user.animate_movement = FORWARD_STEPS
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user.notransform = 0
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user.anchored = 0
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teleporting = 0
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if(user.l_hand && !(hands_nodrop_states & 1))
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user.l_hand.flags &= ~NODROP
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if(user.r_hand && !(hands_nodrop_states & 2))
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user.r_hand.flags &= ~NODROP
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for(var/obj/item/I in user.held_items)
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if(I in hands_nodrop)
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I.flags &= ~NODROP
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if(phase_underlay && !qdeleted(phase_underlay))
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user.underlays -= phase_underlay
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qdel(phase_underlay)
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phase_underlay = null
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if(camera)
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@@ -109,26 +120,26 @@
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teleport_now.UpdateButtonIcon()
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var/list/nonsafe_slots = list(slot_belt, slot_back, slot_l_hand, slot_r_hand)
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var/list/nonsafe_slots = list(slot_belt, slot_back)
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var/list/exposed = list()
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for(var/slot in nonsafe_slots)
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var/obj/item/slot_item = user.get_item_by_slot(slot)
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if(slot_item && !(slot_item.type in chronosafe_items) && user.unEquip(slot_item))
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user << "<span class='notice'>Your [slot_item.name] got left behind.</span>"
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exposed += slot_item
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exposed += user.held_items
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for(var/exposed_item in exposed)
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var/obj/item/exposed_I = exposed_item
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if(exposed_I && !(exposed_I.type in chronosafe_items) && user.unEquip(exposed_I))
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user << "<span class='notice'>Your [exposed_I.name] got left behind.</span>"
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user.ExtinguishMob()
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if(user.buckled)
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user.buckled.unbuckle_mob(user,force=1)
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phase_underlay = create_phase_underlay(user)
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hands_nodrop_states = 0
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if(user.l_hand)
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hands_nodrop_states |= (user.l_hand.flags & NODROP) ? 1 : 0
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user.l_hand.flags |= NODROP
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if(user.r_hand)
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hands_nodrop_states |= (user.r_hand.flags & NODROP) ? 2 : 0
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user.r_hand.flags |= NODROP
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hands_nodrop = list()
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for(var/obj/item/I in user.held_items)
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if(!(I.flags & NODROP))
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hands_nodrop += I
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I.flags |= NODROP
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user.animate_movement = NO_STEPS
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user.changeNext_move(8 + phase_in_ds)
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user.notransform = 1
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@@ -136,39 +147,37 @@
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user.Stun(INFINITY)
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animate(user, color = "#00ccee", time = 3)
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spawn(3)
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if(teleporting && activated && user && phase_underlay && !qdeleted(phase_underlay))
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animate(user, alpha = 0, time = 2)
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animate(phase_underlay, alpha = 255, time = 2)
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sleep(2)
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if(teleporting && activated && user && phase_underlay && !qdeleted(phase_underlay))
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phase_underlay.loc = to_turf
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user.loc = to_turf
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animate(user, alpha = 255, time = phase_in_ds)
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animate(phase_underlay, alpha = 0, time = phase_in_ds)
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sleep(phase_in_ds)
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if(teleporting && activated && phase_underlay && !qdeleted(phase_underlay))
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animate(user, color = "#ffffff", time = 3)
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sleep(3)
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if(teleporting && user && !qdeleted(user))
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user.loc = to_turf //this will cover if bad things happen before the teleport, yes it is redundant
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finish_chronowalk()
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phase_timer_id = addtimer(src, "phase_2", 3, TIMER_NORMAL, user, to_turf, phase_in_ds)
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/obj/item/clothing/suit/space/chronos/proc/phase_2(mob/living/carbon/human/user, turf/to_turf, phase_in_ds)
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if(teleporting && activated && user)
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animate(user, alpha = 0, time = 2)
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phase_timer_id = addtimer(src, "phase_3", 2, TIMER_NORMAL, user, to_turf, phase_in_ds)
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else
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finish_chronowalk(user, to_turf)
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/obj/item/clothing/suit/space/chronos/proc/phase_3(mob/living/carbon/human/user, turf/to_turf, phase_in_ds)
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if(teleporting && activated && user)
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user.forceMove(to_turf)
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animate(user, alpha = 255, time = phase_in_ds)
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phase_timer_id = addtimer(src, "phase_4", phase_in_ds, TIMER_NORMAL, user, to_turf)
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else
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finish_chronowalk(user, to_turf)
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/obj/item/clothing/suit/space/chronos/proc/phase_4(mob/living/carbon/human/user, turf/to_turf)
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if(teleporting && activated && user)
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animate(user, color = "#ffffff", time = 3)
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phase_timer_id = addtimer(src, "finish_chronowalk", 3, TIMER_NORMAL, user, to_turf)
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else
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finish_chronowalk(user, to_turf)
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/obj/item/clothing/suit/space/chronos/proc/create_phase_underlay(var/mob/user)
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var/icon/user_icon = getFlatIcon(user)
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user_icon.Blend("#ffffff")
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var/atom/movable/overlay/phase = new(user.loc)
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phase.icon = user_icon
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phase.density = 1
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phase.anchored = 1
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phase.master = user
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phase.animate_movement = NO_STEPS
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phase.alpha = 0
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phase.mouse_opacity = 0
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phase.name = user.name
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phase.transform = user.transform
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phase.pixel_x = user.pixel_x
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phase.pixel_y = user.pixel_y
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var/icon/user_icon = icon('icons/effects/alphacolors.dmi', "")
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user_icon.AddAlphaMask(getFlatIcon(user))
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var/image/phase = new(user_icon)
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phase.appearance_flags = RESET_COLOR|RESET_ALPHA
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user.underlays += phase
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return phase
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/obj/item/clothing/suit/space/chronos/process()
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@@ -191,61 +200,60 @@
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if(!activating && !activated && !teleporting)
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activating = 1
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var/mob/living/carbon/human/user = src.loc
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if(user && ishuman(user))
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if(user.wear_suit == src)
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user << "\nChronosuitMK4 login: root"
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user << "Password:\n"
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user << "root@ChronosuitMK4# chronowalk4 --start\n"
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if(user.head && istype(user.head, /obj/item/clothing/head/helmet/space/chronos))
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Mounting /dev/helmet"
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helmet = user.head
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helmet.flags |= NODROP
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helmet.suit = src
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src.flags |= NODROP
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Starting brainwave scanner"
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Starting ui display driver"
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Initializing chronowalk4-view"
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new_camera(user)
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START_PROCESSING(SSobj, src)
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activated = 1
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else
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user << "\[ <span style='color: #ff0000;'>fail</span> \] Mounting /dev/helmet"
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user << "<span style='color: #ff0000;'><b>FATAL: </b>Unable to locate /dev/helmet. <b>Aborting...</b>"
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if(user && ishuman(user) && user.wear_suit == src)
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user << "\nChronosuitMK4 login: root"
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user << "Password:\n"
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user << "root@ChronosuitMK4# chronowalk4 --start\n"
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if(user.head && istype(user.head, /obj/item/clothing/head/helmet/space/chronos))
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Mounting /dev/helm"
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helmet = user.head
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helmet.flags |= NODROP
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helmet.suit = src
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src.flags |= NODROP
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Starting brainwave scanner"
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Starting ui display driver"
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user << "\[ <span style='color: #00ff00;'>ok</span> \] Initializing chronowalk4-view"
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new_camera(user)
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START_PROCESSING(SSobj, src)
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activated = 1
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else
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user << "\[ <span style='color: #ff0000;'>fail</span> \] Mounting /dev/helm"
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user << "<span style='color: #ff0000;'><b>FATAL: </b>Unable to locate /dev/helm. <b>Aborting...</b>"
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teleport_now.Grant(user)
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cooldown = world.time + cooldowntime
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activating = 0
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return 0
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/obj/item/clothing/suit/space/chronos/proc/deactivate(force = 0, silent = 0)
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if(activated && (!teleporting || force))
|
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activating = 1
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var/mob/living/carbon/human/user = src.loc
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if(user && ishuman(user))
|
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if(user.wear_suit == src)
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if(!silent)
|
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user << "\nroot@ChronosuitMK4# chronowalk4 --stop\n"
|
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if(camera)
|
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if(!silent)
|
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user << "\[ <span style='color: #ff5500;'>ok</span> \] Sending TERM signal to chronowalk4-view" //yes I know they aren't a different color when shutting down, but they were too similar at a glance
|
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qdel(camera)
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if(helmet)
|
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if(!silent)
|
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user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping ui display driver"
|
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user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping brainwave scanner"
|
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user << "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet"
|
||||
helmet.flags &= ~NODROP
|
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helmet.suit = null
|
||||
helmet = null
|
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if(!silent)
|
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user << "logout"
|
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teleport_now.Remove(user)
|
||||
var/hard_landing = teleporting && force
|
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src.flags &= ~NODROP
|
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cooldown = world.time + cooldowntime * 1.5
|
||||
activated = 0
|
||||
activating = 0
|
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finish_chronowalk()
|
||||
if(teleporting && force)
|
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user.electrocute_act(35, src, safety = 1)
|
||||
if(user && ishuman(user))
|
||||
teleport_now.Remove(user)
|
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if(user.wear_suit == src)
|
||||
if(hard_landing)
|
||||
user.electrocute_act(35, src, safety = 1)
|
||||
user.Weaken(10)
|
||||
if(!silent)
|
||||
user << "\nroot@ChronosuitMK4# chronowalk4 --stop\n"
|
||||
if(camera)
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Sending TERM signal to chronowalk4-view"
|
||||
if(helmet)
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping ui display driver"
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping brainwave scanner"
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet"
|
||||
user << "logout"
|
||||
if(helmet)
|
||||
helmet.flags &= ~NODROP
|
||||
helmet.suit = null
|
||||
helmet = null
|
||||
if(camera)
|
||||
qdel(camera)
|
||||
|
||||
/obj/effect/chronos_cam
|
||||
name = "Chronosuit View"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -4,7 +4,9 @@
|
||||
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 = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
obj_integrity = 300
|
||||
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 = 0
|
||||
@@ -19,16 +21,25 @@
|
||||
user.update_inv_head() //so our mob-overlays update
|
||||
|
||||
if(on)
|
||||
set_light(brightness_on)
|
||||
user.AddLuminosity(brightness_on)
|
||||
else
|
||||
set_light(0)
|
||||
|
||||
user.AddLuminosity(-brightness_on)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/pickup(mob/user)
|
||||
..()
|
||||
if(on)
|
||||
user.AddLuminosity(brightness_on)
|
||||
SetLuminosity(0)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/dropped(mob/user)
|
||||
..()
|
||||
if(on)
|
||||
user.AddLuminosity(-brightness_on)
|
||||
SetLuminosity(brightness_on)
|
||||
if(suit)
|
||||
suit.RemoveHelmet()
|
||||
|
||||
@@ -63,7 +74,9 @@
|
||||
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 = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
obj_integrity = 300
|
||||
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/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
|
||||
siemens_coefficient = 0
|
||||
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
|
||||
@@ -71,11 +84,44 @@
|
||||
var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
|
||||
var/obj/item/weapon/tank/jetpack/suit/jetpack = null
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/New()
|
||||
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/weapon/tank/jetpack/suit))
|
||||
if(jetpack)
|
||||
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.
|
||||
user << "<span class='warning'>You cannot install the upgrade to [src] while wearing it.</span>"
|
||||
return
|
||||
|
||||
if(user.unEquip(I))
|
||||
jetpack = I
|
||||
I.loc = src
|
||||
user << "<span class='notice'>You successfully install the jetpack into [src].</span>"
|
||||
|
||||
else if(istype(I, /obj/item/weapon/screwdriver))
|
||||
if(!jetpack)
|
||||
user << "<span class='warning'>[src] has no jetpack installed.</span>"
|
||||
return
|
||||
if(src == user.get_item_by_slot(slot_wear_suit))
|
||||
user << "<span class='warning'>You cannot remove the jetpack from [src] while wearing it.</span>"
|
||||
return
|
||||
|
||||
jetpack.turn_off()
|
||||
jetpack.loc = get_turf(src)
|
||||
jetpack = null
|
||||
user << "<span class='notice'>You successfully remove the jetpack from [src].</span>"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
|
||||
..()
|
||||
if(jetpack)
|
||||
@@ -101,16 +147,18 @@
|
||||
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)
|
||||
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)
|
||||
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
|
||||
|
||||
//Atmospherics
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
|
||||
@@ -119,7 +167,7 @@
|
||||
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 = 0)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0, fire = 100, acid = 75)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -128,7 +176,7 @@
|
||||
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 = 0)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0, fire = 100, acid = 75)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
|
||||
@@ -141,23 +189,21 @@
|
||||
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)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
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_HELM_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)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
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_SUIT_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
|
||||
jetpack = /obj/item/weapon/tank/jetpack/suit
|
||||
|
||||
|
||||
//Mining hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/mining
|
||||
name = "mining hardsuit helmet"
|
||||
@@ -166,8 +212,9 @@
|
||||
item_state = "mining_helm"
|
||||
item_color = "mining"
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
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/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator)
|
||||
|
||||
@@ -178,12 +225,11 @@
|
||||
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
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
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/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/weapon/storage/bag/ore,/obj/item/weapon/pickaxe)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
|
||||
|
||||
|
||||
|
||||
//Syndicate hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
name = "blood-red hardsuit helmet"
|
||||
@@ -192,7 +238,7 @@
|
||||
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)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
|
||||
on = 1
|
||||
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
|
||||
@@ -216,7 +262,7 @@
|
||||
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)
|
||||
user.AddLuminosity(brightness_on)
|
||||
flags |= visor_flags
|
||||
flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
flags_inv |= visor_flags_inv
|
||||
@@ -225,7 +271,7 @@
|
||||
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)
|
||||
user.AddLuminosity(-brightness_on)
|
||||
flags &= ~visor_flags
|
||||
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
|
||||
flags_inv &= ~visor_flags_inv
|
||||
@@ -269,13 +315,12 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_hardsuit"
|
||||
item_color = "syndi"
|
||||
w_class = 3
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
jetpack = /obj/item/weapon/tank/jetpack/suit
|
||||
|
||||
|
||||
//Elite Syndie suit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
|
||||
name = "elite syndicate hardsuit helmet"
|
||||
@@ -283,12 +328,13 @@
|
||||
alt_desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. 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)
|
||||
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_SUIT_MAX_TEMP_PROTECT
|
||||
visor_flags_inv = 0
|
||||
visor_flags = 0
|
||||
on = 0
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/syndi/elite
|
||||
@@ -298,10 +344,10 @@
|
||||
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)
|
||||
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_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
//The Owl Hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
|
||||
@@ -332,8 +378,8 @@
|
||||
icon_state = "hardsuit0-wiz"
|
||||
item_state = "wiz_helm"
|
||||
item_color = "wiz"
|
||||
unacidable = 1 //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)
|
||||
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_HELM_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -342,9 +388,9 @@
|
||||
name = "gem-encrusted hardsuit"
|
||||
desc = "A bizarre gem-encrusted suit that radiates magical energies."
|
||||
item_state = "wiz_hardsuit"
|
||||
w_class = 3
|
||||
unacidable = 1
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
|
||||
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/weapon/teleportation_scroll,/obj/item/weapon/tank/internals)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
@@ -359,7 +405,7 @@
|
||||
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 = 50)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
|
||||
scan_reagents = 1
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/medical
|
||||
@@ -368,38 +414,19 @@
|
||||
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/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
|
||||
|
||||
//Captain hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/captain
|
||||
name = "captain's hardsuit helmet"
|
||||
desc = "An advanced, armoured helmet for travel and combat in a hazardous, low pressure environment. Feels extra cozy."
|
||||
icon_state = "hardsuit0-captain"
|
||||
item_state = "captain_helm"
|
||||
item_color = "captain"
|
||||
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
flash_protect = 1
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/captain
|
||||
name = "captain's hardsuit"
|
||||
desc = "An advanced, Nanotrasen exclusive, heavily armoured hardsuit that protects against hazardous, low pressure environments. Warm, sexy, and stylish."
|
||||
icon_state = "hardsuit-captain"
|
||||
item_state = "captain_hardsuit"
|
||||
allowed = list(/obj/item/weapon/tank/internals, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/captain
|
||||
|
||||
//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"
|
||||
unacidable = 1
|
||||
resistance_flags = ACID_PROOF | FIRE_PROOF
|
||||
var/onboard_hud_enabled = 0 //stops conflicts with another diag HUD
|
||||
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)
|
||||
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 = 1
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner)
|
||||
@@ -428,11 +455,11 @@
|
||||
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"
|
||||
unacidable = 1
|
||||
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/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy/wormhole_projector,
|
||||
/obj/item/weapon/hand_tele, /obj/item/device/aicard)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60)
|
||||
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
|
||||
|
||||
|
||||
@@ -444,7 +471,7 @@
|
||||
icon_state = "hardsuit0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/security
|
||||
@@ -452,8 +479,8 @@
|
||||
name = "security hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_hardsuit"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
armor = list(melee = 30, 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
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/security/hos
|
||||
@@ -461,16 +488,68 @@
|
||||
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)
|
||||
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)
|
||||
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
|
||||
|
||||
//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
|
||||
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"
|
||||
allowed = list(/obj/item/weapon/tank/internals, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/ballistic, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
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_SUIT_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/captain
|
||||
|
||||
//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
|
||||
|
||||
|
||||
/////////////SHIELDED//////////////////////////////////
|
||||
@@ -481,7 +560,8 @@
|
||||
icon_state = "hardsuit-hos"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
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
|
||||
@@ -490,19 +570,16 @@
|
||||
var/shield_state = "shield-old"
|
||||
var/shield_on = "shield-old"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/New()
|
||||
jetpack = new /obj/item/weapon/tank/jetpack/suit(src)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
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--
|
||||
recharge_cooldown = world.time + recharge_delay
|
||||
START_PROCESSING(SSobj, src)
|
||||
if(recharge_rate)
|
||||
START_PROCESSING(SSobj, src)
|
||||
if(current_charges <= 0)
|
||||
owner.visible_message("[owner]'s shield overloads!")
|
||||
shield_state = "broken"
|
||||
@@ -523,17 +600,17 @@
|
||||
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
shield_state = "[shield_on]"
|
||||
if(istype(loc, /mob/living/carbon/human))
|
||||
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)
|
||||
. += image(icon = 'icons/effects/effects.dmi', icon_state = "[shield_state]")
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
///////////////Capture the Flag////////////////////
|
||||
|
||||
@@ -545,7 +622,7 @@
|
||||
item_color = "ert_medical"
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP //Dont want people changing into the other teams gear
|
||||
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)
|
||||
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
|
||||
|
||||
@@ -573,7 +650,7 @@
|
||||
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)
|
||||
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
|
||||
@@ -600,16 +677,47 @@
|
||||
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)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
|
||||
slowdown = 0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/syndi/New()
|
||||
jetpack = new /obj/item/weapon/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)
|
||||
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_SUIT_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
|
||||
dog_fashion = /datum/dog_fashion/back/deathsquad
|
||||
|
||||
/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_HELM_MAX_TEMP_PROTECT
|
||||
actions_types = list()
|
||||
|
||||
@@ -16,41 +16,42 @@ Contains:
|
||||
|
||||
//Death squad armored space suits, not hardsuits!
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad
|
||||
name = "deathsquad helmet"
|
||||
desc = "That's not red paint. That's real blood."
|
||||
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)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
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 = "deathsquad suit"
|
||||
desc = "A heavily armored, advanced space suit that protects against most forms of damage."
|
||||
name = "MK.III SWAT Suit"
|
||||
desc = "A prototype designed to replace the ageing MK.II SWAT suit. Based on the streamlined MK.II model, the traditional ceramic and graphene plate construction was replaced with plasteel, allowing superior armor against most threats. There's room for some kind of energy projection device on the back."
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/kitchen/knife/combat)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
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 = "SWAT armor"
|
||||
desc = "Space-proof tactical SWAT armor."
|
||||
name = "MK.I SWAT Suit"
|
||||
desc = "A tactical space suit first developed in a joint effort by the defunct IS-ERI and Nanotrasen in 20XX for military space operations. A tried and true workhorse, it is very difficult to move in but offers robust protection against all threats!"
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/kitchen/knife/combat)
|
||||
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20)
|
||||
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"
|
||||
@@ -58,10 +59,10 @@ Contains:
|
||||
icon_state = "beret_badge"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
flags_inv = 0
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/officer
|
||||
name = "officer's jacket"
|
||||
@@ -71,12 +72,12 @@ Contains:
|
||||
blood_overlay_type = "coat"
|
||||
slowdown = 0
|
||||
flags_inv = 0
|
||||
w_class = 3
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
//NASA Voidsuit
|
||||
@@ -120,7 +121,7 @@ Contains:
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
strip_delay = 40
|
||||
put_on_delay = 20
|
||||
@@ -131,11 +132,11 @@ Contains:
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
w_class = 3
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
flags_inv = 0
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
slowdown = 0
|
||||
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
|
||||
strip_delay = 40
|
||||
put_on_delay = 20
|
||||
|
||||
@@ -146,7 +147,7 @@ Contains:
|
||||
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)
|
||||
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
|
||||
strip_delay = 130
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
brightness_on = 7
|
||||
@@ -158,7 +159,7 @@ Contains:
|
||||
item_state = "ert_command"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 0, acid = 95)
|
||||
slowdown = 0
|
||||
strip_delay = 130
|
||||
|
||||
@@ -200,13 +201,14 @@ Contains:
|
||||
icon_state = "ert_medical"
|
||||
item_state = "ert_medical"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med
|
||||
species_exception = list(/datum/species/angel)
|
||||
|
||||
/obj/item/clothing/suit/space/eva
|
||||
name = "EVA suit"
|
||||
icon_state = "space"
|
||||
item_state = "s_suit"
|
||||
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/eva
|
||||
name = "EVA helmet"
|
||||
@@ -214,17 +216,17 @@ Contains:
|
||||
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)
|
||||
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)
|
||||
armor = list(melee = 20, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/freedom
|
||||
name = "eagle suit"
|
||||
@@ -232,10 +234,10 @@ Contains:
|
||||
icon_state = "freedom"
|
||||
item_state = "freedom"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 20, bullet = 40, laser = 30,energy = 25, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 20, bullet = 40, laser = 30,energy = 25, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
//Carpsuit, bestsuit, lovesuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/carp
|
||||
@@ -243,7 +245,7 @@ Contains:
|
||||
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) //As whimpy as a space carp
|
||||
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy as a space carp
|
||||
brightness_on = 0 //luminosity when on
|
||||
actions_types = list()
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
@@ -255,8 +257,8 @@ Contains:
|
||||
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) //As whimpy whimpy whoo
|
||||
allowed = list(/obj/item/weapon/tank/internals, /obj/item/weapon/gun/projectile/automatic/speargun) //I'm giving you a hint here
|
||||
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy whimpy whoo
|
||||
allowed = list(/obj/item/weapon/tank/internals, /obj/item/weapon/gun/ballistic/automatic/speargun) //I'm giving you a hint here
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
|
||||
|
||||
|
||||
@@ -268,6 +270,7 @@ Contains:
|
||||
item_color = "knight_grey"
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
actions_types = list()
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal
|
||||
name = "paranormal response team suit"
|
||||
@@ -276,7 +279,7 @@ Contains:
|
||||
item_state = "knight_grey"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/New()
|
||||
..()
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
name = "plasmaman suit"
|
||||
desc = "A special containment suit designed to protect a plasmaman's volatile body from outside exposure and quickly extinguish it in emergencies."
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75)
|
||||
resistance_flags = FIRE_PROOF
|
||||
icon_state = "plasmaman_suit"
|
||||
item_state = "plasmaman_suit"
|
||||
var/next_extinguish = 0
|
||||
@@ -41,5 +42,7 @@
|
||||
item_color = "plasma" //needed for the helmet lighting
|
||||
item_state = "plasmaman-helm"
|
||||
strip_delay = 80
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
|
||||
|
||||
@@ -1,20 +1,19 @@
|
||||
//Regular syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate
|
||||
name = "red space helmet"
|
||||
desc = "Top secret spess helmet."
|
||||
icon_state = "syndicate"
|
||||
item_state = "syndicate"
|
||||
desc = "Has a tag: Totally not property of an enemy corporation, honest."
|
||||
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85)
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate
|
||||
name = "red space suit"
|
||||
icon_state = "syndicate"
|
||||
item_state = "space_suit_syndicate"
|
||||
desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
|
||||
w_class = 3
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85)
|
||||
|
||||
|
||||
//Green syndicate space suit
|
||||
@@ -146,4 +145,4 @@
|
||||
/obj/item/clothing/suit/space/syndicate/black/engie
|
||||
name = "black engineering space suit"
|
||||
icon_state = "syndicate-black-engie"
|
||||
item_state = "syndicate-black"
|
||||
item_state = "syndicate-black"
|
||||
|
||||
Reference in New Issue
Block a user