Tg patch branch to master (#192)
* code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * 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 * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Tg modern (#149) * 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 * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * Mentor system, Tickets, and discord (#151) * 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 * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * Vore code sync (#157) * 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 * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * 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 * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * edgy code of the modernization (#164) * 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 * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * 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 * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * Small fixes for dogborgs and sprite accessories: -Ported the hidden snippets of the dogborg code. -Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg) -Medihound belly fixed. -Husky body marking tweaked to not overlap arms in side view. -Added husky ears that are basically wolf ears that use secondary color instead. * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * some species and DNA tweaks * Digest already damn you * suddenly sound and resist works. wtf * Minor tweaks, cryopod noise change * Vore tested working, species working * Merge test onto bleeding edgy (#165) * 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 * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * 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 * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * Small fixes for dogborgs and sprite accessories: -Ported the hidden snippets of the dogborg code. -Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg) -Medihound belly fixed. -Husky body marking tweaked to not overlap arms in side view. -Added husky ears that are basically wolf ears that use secondary color instead. * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * some species and DNA tweaks * Digest already damn you * suddenly sound and resist works. wtf * Minor tweaks, cryopod noise change * Vore tested working, species working * travis map updates * updates * pool's closed due to lag * datum pools are closed too * Initializing new pool's closed * Pool's closed and initializing shit is done * sprite updates * chattering is okay to do now. * bleeblin edgy 1/23 (#166) * 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 * Escape and Devourable For the normies who play here yet complain about it. * Things that should be committed * unneeded files * Sizeray works now * tweaks and bed time going * IT WORKS mostly Need to get multiple guts and saving working tho * save tweaks * item hotfix * gut examine message * damifino * save system works also ensured some mobs have vore controls, so silicons can't even remotely do vore things. * code nitpicking * Midnight oil More like 6am oil. Still having issues with actually eating anyone. * 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 * missed commit * Noms * specific release doesn't work * Tg modernization patch (#115) * 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 * port from cactus did * fix format error * Update preferences.dm unfuck * Revert "port from cactus did" * unfuck * more sprite work * vore * disabled roundstart xenos for now * admin QOL needs callback porting, TBD * Mentor system initial port I'm sure I've missed a fuckton of shit * test merge * Jesus tits did this finally fix compile issues? * Initial test compiles. hooray. * Admin ticket fixes * I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum * who list wip also ahelps are broken again. fuck if I know why * discord bot basics * maybe tickets work now & bot framework done * ahelp callback readd * vore tweaks * progress * Small fixes for dogborgs and sprite accessories: -Ported the hidden snippets of the dogborg code. -Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg) -Medihound belly fixed. -Husky body marking tweaked to not overlap arms in side view. -Added husky ears that are basically wolf ears that use secondary color instead. * dirtier fix than a korean hooker in the 60s * The release your hooker will always fake * you could save that hookers number but wouldn't you rather just vore the hooker instead * Save system is literal black magic * great googly moogly it's all gone to shit * We May 2015 save code now * fiddling with digestion code now * fuck if I know anymore. I'm going to bed * OWN UP YOUR OWN DIGESTION * UNREGULATED GUTS ARE NON COMPLIANT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * BELLIES MUST COMPLY WITH USER OWNERSHIP * Removed debug messages * Unneeded verb additions * file change tweaks * WATCH YOUR SPACING, DRIVER * Changelog and devourment for some mobs. Because I knew people were gunna ask. NO YOU CANNOT EAT THE FUCKING LEGION * title screen change from Crow's PR. * More of Crow's title screen stuff * mode tweaks.... again * gamemode voting in lobby via TalkingCactus disabled ashwalkers as roundstart Verk's species tweak paralax starts disabled by default * LOOC * index sync problem (#158) * digifix * things * furry races.dm * actually deletes species_types * maps * tgui and stuff * Sounds * icon updates * Defines and helpers * global vars and on click * controllers * datums * game folder * fixes invisible flan mobs * some modules * dropbomb verb enhanced * moar * moar * moar * even more again * and finally these for modules * Some compile tweaks * silly dme get updated you scrub * compiles cleanly now * various open PR fixes from TG as of 0800 Texas Standard Time * also fancy cryopods before I forget again * headslug gold core fix * some species and DNA tweaks * Digest already damn you * suddenly sound and resist works. wtf * Minor tweaks, cryopod noise change * Vore tested working, species working * travis map updates * updates * pool's closed due to lag * datum pools are closed too * Initializing new pool's closed * Pool's closed and initializing shit is done * sprite updates * chattering is okay to do now. * Update .travis.yml * Update .travis.yml * Update .travis.yml * Revert "Modern modern" * Revert "Revert "Modern modern"" * fix it fix it fix it fix it * fixes title screen - thanks crow * Riding code reverted * possible tgui fix? * who the fuck even knows if this is the problem * adds moths and sharks (no colors yet, not greyscaled) adds LOOC back * "fixes" missing items in some machinery. * slight tweaks to abductor spawns borer event enabled (max 1) * Update .travis.yml * fixes shuttle purchase from comms * fixes and QoL * Polymorphing all is dangerous too * re-fixes ahelp ticket system again * metagaming check proving to be spamlicious * Fixes not being able to see devoured mob poses * fix for vehicle buckling * ahelp timer runtime fix (#178) * controller and game updates 1/29 * Defines, helpers, datums 1/29 * world.dm updates * modules/admin tweaks * everything in modules not a mob * modules/mob fixes and such No more PAIs ventcrawling * icons, maps, tools, etc. * compiler fixes * round type vote fixed * hardsuit cargo pack * reduce ion and electric storm chance * perms access for travis * fix helmet to the suit removes CE from crate * changelog * fuck * perms for travis... again * Update tgstation.dme * Update tgstation.dme * Donation race * redpanda * red panda * size play work * Size chemical basics Needs testing/refining * some fixing ports before I just fucking ported it anyway * It's been a fucking week. * commiting moar changes because github * admins.txt lol * icons * defines and such * globalvars and onclick * Controllers * datums * game folder * oh look, HoG is back * modules pt 1 * client things * more modules * everything not mob code * some mob stuff * more mob things * silicon mobs * ayylims and monkeys * human updates * huh * housekeeping is fired. * last minute fixes * more last minute things * human parts double check'd * more paper * Icons are fixed * double check of thermal protection code. (#191)
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.dropItemToGround(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(CALLBACK(src, .proc/phase_2, user, to_turf, phase_in_ds), 3, TIMER_STOPPABLE)
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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(CALLBACK(src, .proc/phase_3, user, to_turf, phase_in_ds), 2, TIMER_STOPPABLE)
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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(CALLBACK(src, .proc/phase_4, user, to_turf), phase_in_ds, TIMER_STOPPABLE)
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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(CALLBACK(src, .proc/finish_chronowalk, user, to_turf), 3, TIMER_STOPPABLE)
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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)
|
||||
cooldown = world.time + cooldowntime
|
||||
activating = 0
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/space/chronos/proc/deactivate(force = 0, silent = 0)
|
||||
if(activated && (!teleporting || force))
|
||||
activating = 1
|
||||
var/mob/living/carbon/human/user = src.loc
|
||||
if(user && ishuman(user))
|
||||
if(user.wear_suit == src)
|
||||
if(!silent)
|
||||
user << "\nroot@ChronosuitMK4# chronowalk4 --stop\n"
|
||||
if(camera)
|
||||
if(!silent)
|
||||
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
|
||||
qdel(camera)
|
||||
if(helmet)
|
||||
if(!silent)
|
||||
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"
|
||||
helmet.flags &= ~NODROP
|
||||
helmet.suit = null
|
||||
helmet = null
|
||||
if(!silent)
|
||||
user << "logout"
|
||||
teleport_now.Remove(user)
|
||||
var/hard_landing = teleporting && force
|
||||
src.flags &= ~NODROP
|
||||
cooldown = world.time + cooldowntime * 1.5
|
||||
activated = 0
|
||||
activating = 0
|
||||
finish_chronowalk()
|
||||
if(teleporting && force)
|
||||
user.electrocute_act(35, src, safety = 1)
|
||||
if(user && ishuman(user))
|
||||
teleport_now.Remove(user)
|
||||
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 +84,43 @@
|
||||
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.transferItemToLoc(I, src))
|
||||
jetpack = I
|
||||
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 +146,18 @@
|
||||
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 +166,7 @@
|
||||
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 +175,7 @@
|
||||
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 +188,21 @@
|
||||
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 +211,9 @@
|
||||
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 +224,11 @@
|
||||
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 +237,7 @@
|
||||
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 +261,7 @@
|
||||
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 +270,7 @@
|
||||
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 +314,12 @@
|
||||
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 +327,13 @@
|
||||
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 +343,10 @@
|
||||
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 +377,8 @@
|
||||
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 +387,9 @@
|
||||
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 +404,7 @@
|
||||
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 +413,19 @@
|
||||
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 +454,11 @@
|
||||
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 +470,7 @@
|
||||
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 +478,8 @@
|
||||
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 +487,69 @@
|
||||
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
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_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"
|
||||
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]")
|
||||
. += image(layer = MOB_LAYER+0.01, 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()
|
||||
..()
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
//Suits for the pink and grey skeletons!
|
||||
//Suits for the pink and grey skeletons! //EVA version no longer used in favor of the Jumpsuit version
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/eva/plasmaman
|
||||
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."
|
||||
name = "EVA plasma envirosuit"
|
||||
desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like it's smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges."
|
||||
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
|
||||
@@ -15,7 +16,7 @@
|
||||
|
||||
/obj/item/clothing/suit/space/eva/plasmaman/examine(mob/user)
|
||||
..()
|
||||
user << "<span class='notice'>There are [extinguishes_left] extinguisher canisters left in this suit.</span>"
|
||||
user << "<span class='notice'>There are [extinguishes_left] extinguisher charges left in this suit.</span>"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/eva/plasmaman/proc/Extinguish(mob/living/carbon/human/H)
|
||||
@@ -30,16 +31,18 @@
|
||||
extinguishes_left--
|
||||
H.visible_message("<span class='warning'>[H]'s suit automatically extinguishes them!</span>","<span class='warning'>Your suit automatically extinguishes you.</span>")
|
||||
H.ExtinguishMob()
|
||||
PoolOrNew(/obj/effect/particle_effect/water, get_turf(H))
|
||||
new /obj/effect/particle_effect/water(get_turf(H))
|
||||
|
||||
|
||||
//I just want the light feature of the hardsuit helmet
|
||||
/obj/item/clothing/head/helmet/space/plasmaman
|
||||
name = "plasmaman helmet"
|
||||
desc = "A special containment helmet designed to protect a plasmaman's volatile body from outside exposure and quickly extinguish it in emergencies."
|
||||
name = "plasma envirosuit helmet"
|
||||
desc = "A special containment helmet that allows plasma-based lifeforms to exist safely in an oxygenated environment. It is space-worthy, and may be worn in tandem with other EVA gear."
|
||||
icon_state = "plasmaman-helm"
|
||||
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)
|
||||
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
|
||||
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
|
||||
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
|
||||
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