//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 = "EVA plasma envirosuit" desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges." allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank) 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 var/extinguish_cooldown = 100 var/extinguishes_left = 10 /obj/item/clothing/suit/space/eva/plasmaman/examine(mob/user) ..() to_chat(user, "There [extinguishes_left == 1 ? "is" : "are"] [extinguishes_left] extinguisher charge\s left in this suit.") /obj/item/clothing/suit/space/eva/plasmaman/proc/Extinguish(mob/living/carbon/human/H) if(!istype(H)) return if(H.fire_stacks) if(extinguishes_left) if(next_extinguish > world.time) return next_extinguish = world.time + extinguish_cooldown extinguishes_left-- H.visible_message("[H]'s suit automatically extinguishes [H.p_them()]!","Your suit automatically extinguishes you.") H.ExtinguishMob() 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 = "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_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 var/brightness_on = 4 //luminosity when the light is on var/on = FALSE actions_types = list(/datum/action/item_action/toggle_helmet_light) /obj/item/clothing/head/helmet/space/plasmaman/attack_self(mob/user) on = !on icon_state = "[initial(icon_state)][on ? "-light":""]" item_state = icon_state user.update_inv_head() //So the mob overlay updates if(on) set_light(brightness_on, 0.8, "#FFCC66") else set_light(0) for(var/X in actions) var/datum/action/A=X A.UpdateButtonIcon()