//Baseline hardsuits /obj/item/clothing/head/helmet/space/hardsuit name = "hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding." icon_state = "hardsuit0-engineering" item_state = "eng_helm" max_integrity = 300 armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75) var/basestate = "hardsuit" var/brightness_on = 4 //luminosity when on var/on = FALSE var/obj/item/clothing/suit/space/hardsuit/suit item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite) actions_types = list(/datum/action/item_action/toggle_helmet_light) var/rad_count = 0 var/rad_record = 0 var/grace_count = 0 var/datum/looping_sound/geiger/soundloop /obj/item/clothing/head/helmet/space/hardsuit/Initialize() . = ..() soundloop = new(list(), FALSE, TRUE) soundloop.volume = 5 START_PROCESSING(SSobj, src) /obj/item/clothing/head/helmet/space/hardsuit/Destroy() . = ..() STOP_PROCESSING(SSobj, src) /obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user) on = !on icon_state = "[basestate][on]-[item_color]" user.update_inv_head() //so our mob-overlays update if(on) set_light(brightness_on) else set_light(0) for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/clothing/head/helmet/space/hardsuit/dropped(mob/user) ..() if(suit) suit.RemoveHelmet() soundloop.stop(user) /obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot) if(slot == slot_head) return 1 /obj/item/clothing/head/helmet/space/hardsuit/equipped(mob/user, slot) ..() if(slot != slot_head) if(suit) suit.RemoveHelmet() soundloop.stop(user) else qdel(src) else soundloop.start(user) /obj/item/clothing/head/helmet/space/hardsuit/proc/display_visor_message(var/msg) var/mob/wearer = loc if(msg && ishuman(wearer)) wearer.show_message("[icon2html(src, wearer)][msg]", 1) /obj/item/clothing/head/helmet/space/hardsuit/rad_act(severity) . = ..() rad_count += severity /obj/item/clothing/head/helmet/space/hardsuit/process() if(!rad_count) grace_count++ if(grace_count == 2) soundloop.last_radiation = 0 return grace_count = 0 rad_record -= rad_record/5 rad_record += rad_count/5 rad_count = 0 soundloop.last_radiation = rad_record /obj/item/clothing/head/helmet/space/hardsuit/emp_act(severity) ..() display_visor_message("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!") /obj/item/clothing/suit/space/hardsuit name = "hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" max_integrity = 300 armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser) siemens_coefficient = 0 var/obj/item/clothing/head/helmet/space/hardsuit/helmet actions_types = list(/datum/action/item_action/toggle_helmet) var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit var/obj/item/tank/jetpack/suit/jetpack = null /obj/item/clothing/suit/space/hardsuit/Initialize() if(jetpack && ispath(jetpack)) jetpack = new jetpack(src) . = ..() /obj/item/clothing/suit/space/hardsuit/attack_self(mob/user) user.changeNext_move(CLICK_CD_MELEE) ..() /obj/item/clothing/suit/space/hardsuit/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/tank/jetpack/suit)) if(jetpack) to_chat(user, "[src] already has a jetpack installed.") return if(src == user.get_item_by_slot(slot_wear_suit)) //Make sure the player is not wearing the suit before applying the upgrade. to_chat(user, "You cannot install the upgrade to [src] while wearing it.") return if(user.transferItemToLoc(I, src)) jetpack = I to_chat(user, "You successfully install the jetpack into [src].") else if(istype(I, /obj/item/screwdriver)) if(!jetpack) to_chat(user, "[src] has no jetpack installed.") return if(src == user.get_item_by_slot(slot_wear_suit)) to_chat(user, "You cannot remove the jetpack from [src] while wearing it.") return jetpack.turn_off() jetpack.forceMove(drop_location()) jetpack = null to_chat(user, "You successfully remove the jetpack from [src].") /obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot) ..() if(jetpack) if(slot == slot_wear_suit) for(var/X in jetpack.actions) var/datum/action/A = X A.Grant(user) /obj/item/clothing/suit/space/hardsuit/dropped(mob/user) ..() if(jetpack) for(var/X in jetpack.actions) var/datum/action/A = X A.Remove(user) /obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot) if(slot == slot_wear_suit) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit. return 1 //Engineering /obj/item/clothing/head/helmet/space/hardsuit/engine name = "engineering hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding." icon_state = "hardsuit0-engineering" item_state = "eng_helm" armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) item_color = "engineering" resistance_flags = FIRE_PROOF /obj/item/clothing/suit/space/hardsuit/engine name = "engineering hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine resistance_flags = FIRE_PROOF //Atmospherics /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos name = "atmospherics hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding." icon_state = "hardsuit0-atmospherics" item_state = "atmo_helm" item_color = "atmospherics" armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT /obj/item/clothing/suit/space/hardsuit/engine/atmos name = "atmospherics hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding." icon_state = "hardsuit-atmospherics" item_state = "atmo_hardsuit" armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos //Chief Engineer's hardsuit /obj/item/clothing/head/helmet/space/hardsuit/engine/elite name = "advanced hardsuit helmet" desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish." icon_state = "hardsuit0-white" item_state = "ce_helm" item_color = "white" armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 90, "fire" = 100, "acid" = 90) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_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, "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/tank/jetpack/suit //Mining hardsuit /obj/item/clothing/head/helmet/space/hardsuit/mining name = "mining hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights." icon_state = "hardsuit0-mining" item_state = "mining_helm" item_color = "mining" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF heat_protection = HEAD armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75) brightness_on = 7 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) /obj/item/clothing/suit/space/hardsuit/mining icon_state = "hardsuit-mining" name = "mining hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters." item_state = "mining_hardsuit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Syndicate hardsuit /obj/item/clothing/head/helmet/space/hardsuit/syndi name = "blood-red hardsuit helmet" desc = "A dual-mode advanced helmet designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders." alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit1-syndi" item_state = "syndie_helm" item_color = "syndi" armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90) on = TRUE var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null actions_types = list(/datum/action/item_action/toggle_helmet_mode) visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR visor_flags = STOPSPRESSUREDMAGE_1 /obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon() icon_state = "hardsuit[on]-[item_color]" /obj/item/clothing/head/helmet/space/hardsuit/syndi/Initialize() . = ..() if(istype(loc, /obj/item/clothing/suit/space/hardsuit/syndi)) linkedsuit = loc /obj/item/clothing/head/helmet/space/hardsuit/syndi/attack_self(mob/user) //Toggle Helmet if(!isturf(user.loc)) to_chat(user, "You cannot toggle your helmet while in this [user.loc]!" ) return on = !on if(on || force) to_chat(user, "You switch your hardsuit to EVA mode, sacrificing speed for space protection.") name = initial(name) desc = initial(desc) set_light(brightness_on) flags_1 |= visor_flags flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH flags_inv |= visor_flags_inv cold_protection |= HEAD else to_chat(user, "You switch your hardsuit to combat mode and can now run at full speed.") name += " (combat)" desc = alt_desc set_light(0) flags_1 &= ~visor_flags flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH) flags_inv &= ~visor_flags_inv cold_protection &= ~HEAD update_icon() playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1) toggle_hardsuit_mode(user) user.update_inv_head() if(iscarbon(user)) var/mob/living/carbon/C = user C.head_update(src, forced = 1) for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/clothing/head/helmet/space/hardsuit/syndi/proc/toggle_hardsuit_mode(mob/user) //Helmet Toggles Suit Mode if(linkedsuit) if(on) linkedsuit.name = initial(linkedsuit.name) linkedsuit.desc = initial(linkedsuit.desc) linkedsuit.slowdown = 1 linkedsuit.flags_1 |= STOPSPRESSUREDMAGE_1 linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS else linkedsuit.name += " (combat)" linkedsuit.desc = linkedsuit.alt_desc linkedsuit.slowdown = 0 linkedsuit.flags_1 &= ~(STOPSPRESSUREDMAGE_1) linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS) linkedsuit.icon_state = "hardsuit[on]-[item_color]" linkedsuit.update_icon() user.update_inv_wear_suit() user.update_inv_w_uniform() /obj/item/clothing/suit/space/hardsuit/syndi name = "blood-red hardsuit" desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders." alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit1-syndi" item_state = "syndie_hardsuit" item_color = "syndi" w_class = WEIGHT_CLASS_NORMAL armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90) allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi jetpack = /obj/item/tank/jetpack/suit //Elite Syndie suit /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite name = "elite syndicate hardsuit helmet" desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders." alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit0-syndielite" item_color = "syndielite" armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT visor_flags_inv = 0 visor_flags = 0 on = FALSE resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/clothing/suit/space/hardsuit/syndi/elite name = "elite syndicate hardsuit" desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode." alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode." icon_state = "hardsuit0-syndielite" item_color = "syndielite" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF //The Owl Hardsuit /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl name = "owl hardsuit helmet" desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in travel mode." alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode." icon_state = "hardsuit1-owl" item_state = "s_helmet" item_color = "owl" visor_flags_inv = 0 visor_flags = 0 on = FALSE /obj/item/clothing/suit/space/hardsuit/syndi/owl name = "owl hardsuit" desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in travel mode." alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode." icon_state = "hardsuit1-owl" item_state = "s_suit" item_color = "owl" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl //Wizard hardsuit /obj/item/clothing/head/helmet/space/hardsuit/wizard name = "gem-encrusted hardsuit helmet" desc = "A bizarre gem-encrusted helmet that radiates magical energies." icon_state = "hardsuit0-wiz" item_state = "wiz_helm" item_color = "wiz" resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles! armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT /obj/item/clothing/suit/space/hardsuit/wizard icon_state = "hardsuit-wiz" name = "gem-encrusted hardsuit" desc = "A bizarre gem-encrusted suit that radiates magical energies." item_state = "wiz_hardsuit" w_class = WEIGHT_CLASS_NORMAL resistance_flags = FIRE_PROOF | ACID_PROOF armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/wizard /obj/item/clothing/suit/space/hardsuit/wizard/Initialize() . = ..() AddComponent(/datum/component/anti_magic, TRUE, FALSE) //Medical hardsuit /obj/item/clothing/head/helmet/space/hardsuit/medical name = "medical hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort, but does not protect the eyes from intense light." icon_state = "hardsuit0-medical" item_state = "medical_helm" item_color = "medical" flash_protect = 0 armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75) scan_reagents = 1 /obj/item/clothing/suit/space/hardsuit/medical icon_state = "hardsuit-medical" name = "medical hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement." item_state = "medical_hardsuit" allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical) armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical //Research Director hardsuit /obj/item/clothing/head/helmet/space/hardsuit/rd name = "prototype hardsuit helmet" desc = "A prototype helmet designed for research in a hazardous, low pressure environment. Scientific data flashes across the visor." icon_state = "hardsuit0-rd" item_color = "rd" resistance_flags = ACID_PROOF | FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80) var/obj/machinery/doppler_array/integrated/bomb_radar scan_reagents = 1 actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner) /obj/item/clothing/head/helmet/space/hardsuit/rd/Initialize() . = ..() bomb_radar = new /obj/machinery/doppler_array/integrated(src) /obj/item/clothing/head/helmet/space/hardsuit/rd/equipped(mob/living/carbon/human/user, slot) ..() if (slot == slot_head) var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC] DHUD.add_hud_to(user) /obj/item/clothing/head/helmet/space/hardsuit/rd/dropped(mob/living/carbon/human/user) ..() if (user.head == src) var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC] DHUD.remove_hud_from(user) /obj/item/clothing/suit/space/hardsuit/rd icon_state = "hardsuit-rd" name = "prototype hardsuit" desc = "A prototype suit that protects against hazardous, low pressure environments. Fitted with extensive plating for handling explosives and dangerous research materials." item_state = "hardsuit-rd" resistance_flags = ACID_PROOF | FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure. allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector, /obj/item/hand_tele, /obj/item/aicard) armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd //Security hardsuit /obj/item/clothing/head/helmet/space/hardsuit/security name = "security hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-sec" item_state = "sec_helm" item_color = "sec" armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75) /obj/item/clothing/suit/space/hardsuit/security icon_state = "hardsuit-sec" name = "security hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." item_state = "sec_hardsuit" armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security /obj/item/clothing/suit/space/hardsuit/security/Initialize() . = ..() allowed = GLOB.security_hardsuit_allowed //Head of Security hardsuit /obj/item/clothing/head/helmet/space/hardsuit/security/hos name = "head of security's hardsuit helmet" desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-hos" item_color = "hos" armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95) /obj/item/clothing/suit/space/hardsuit/security/hos icon_state = "hardsuit-hos" name = "head of security's hardsuit" desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor." armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos jetpack = /obj/item/tank/jetpack/suit //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" 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 /obj/item/clothing/suit/space/hardsuit/captain/Initialize() . = ..() allowed = GLOB.security_hardsuit_allowed //Clown /obj/item/clothing/head/helmet/space/hardsuit/clown name = "cosmohonk hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding." icon_state = "hardsuit0-clown" item_state = "hardsuit0-clown" armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30) item_color = "clown" /obj/item/clothing/suit/space/hardsuit/clown name = "cosmohonk hardsuit" desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it." icon_state = "hardsuit-clown" item_state = "clown_hardsuit" armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown /obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, slot) if(!..() || !ishuman(M)) return FALSE var/mob/living/carbon/human/H = M if(H.mind.assigned_role == "Clown") return TRUE else return FALSE //Old Prototype /obj/item/clothing/head/helmet/space/hardsuit/ancient name = "prototype RIG hardsuit helmet" desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability." icon_state = "hardsuit0-ancient" item_state = "anc_helm" armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75) item_color = "ancient" resistance_flags = FIRE_PROOF var/datum/component/mobhook /obj/item/clothing/suit/space/hardsuit/ancient name = "prototype RIG hardsuit" desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however." icon_state = "hardsuit-ancient" item_state = "anc_hardsuit" armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75) slowdown = 3 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient resistance_flags = FIRE_PROOF var/footstep = 1 var/datum/component/mobhook /obj/item/clothing/suit/space/hardsuit/ancient/proc/on_mob_move() var/mob/living/carbon/human/H = loc if(!istype(H) || H.wear_suit != src) return if(footstep > 1) playsound(src, 'sound/effects/servostep.ogg', 100, 1) footstep = 0 else footstep++ /obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot) . = ..() if (slot == slot_wear_suit) if (mobhook && mobhook.parent != user) QDEL_NULL(mobhook) if (!mobhook) mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED), CALLBACK(src, .proc/on_mob_move)) else QDEL_NULL(mobhook) /obj/item/clothing/suit/space/hardsuit/ancient/dropped() . = ..() QDEL_NULL(mobhook) /obj/item/clothing/suit/space/hardsuit/ancient/Destroy() QDEL_NULL(mobhook) // mobhook is not our component return ..() /////////////SHIELDED////////////////////////////////// /obj/item/clothing/suit/space/hardsuit/shielded name = "shielded hardsuit" desc = "A hardsuit with built in energy shielding. Will rapidly recharge when not under fire." icon_state = "hardsuit-hos" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos allowed = null armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF var/current_charges = 3 var/max_charges = 3 //How many charges total the shielding has var/recharge_delay = 200 //How long after we've been shot before we can start recharging. 20 seconds here var/recharge_cooldown = 0 //Time since we've last been shot var/recharge_rate = 1 //How quickly the shield recharges once it starts charging var/shield_state = "shield-old" var/shield_on = "shield-old" /obj/item/clothing/suit/space/hardsuit/shielded/Initialize() . = ..() if(!allowed) allowed = GLOB.advanced_hardsuit_allowed /obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) recharge_cooldown = world.time + recharge_delay if(current_charges > 0) var/datum/effect_system/spark_spread/s = new s.set_up(2, 1, src) s.start() owner.visible_message("[owner]'s shields deflect [attack_text] in a shower of sparks!") current_charges-- if(recharge_rate) START_PROCESSING(SSobj, src) if(current_charges <= 0) owner.visible_message("[owner]'s shield overloads!") shield_state = "broken" owner.update_inv_wear_suit() return 1 return 0 /obj/item/clothing/suit/space/hardsuit/shielded/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/clothing/suit/space/hardsuit/shielded/process() if(world.time > recharge_cooldown && current_charges < max_charges) current_charges = CLAMP((current_charges + recharge_rate), 0, max_charges) playsound(loc, 'sound/magic/charge.ogg', 50, 1) if(current_charges == max_charges) playsound(loc, 'sound/machines/ding.ogg', 50, 1) STOP_PROCESSING(SSobj, src) shield_state = "[shield_on]" if(ishuman(loc)) var/mob/living/carbon/human/C = loc C.update_inv_wear_suit() /obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands) . = list() if(!isinhands) . += mutable_appearance('icons/effects/effects.dmi', shield_state, MOB_LAYER + 0.01) /obj/item/clothing/head/helmet/space/hardsuit/shielded resistance_flags = FIRE_PROOF | ACID_PROOF ///////////////Capture the Flag//////////////////// /obj/item/clothing/suit/space/hardsuit/shielded/ctf name = "white shielded hardsuit" desc = "Standard issue hardsuit for playing capture the flag." icon_state = "ert_medical" item_state = "ert_medical" item_color = "ert_medical" flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1 //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, "fire" = 95, "acid" = 95) slowdown = 0 max_charges = 5 /obj/item/clothing/suit/space/hardsuit/shielded/ctf/red name = "red shielded hardsuit" icon_state = "ert_security" item_state = "ert_security" item_color = "ert_security" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red shield_state = "shield-red" shield_on = "shield-red" /obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue name = "blue shielded hardsuit" desc = "Standard issue hardsuit for playing capture the flag." icon_state = "ert_command" item_state = "ert_command" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf name = "shielded hardsuit helmet" desc = "Standard issue hardsuit helmet for playing capture the flag." icon_state = "hardsuit0-ert_medical" item_state = "hardsuit0-ert_medical" item_color = "ert_medical" armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95) /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red icon_state = "hardsuit0-ert_security" item_state = "hardsuit0-ert_security" item_color = "ert_security" /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue name = "shielded hardsuit helmet" desc = "Standard issue hardsuit helmet for playing capture the flag." icon_state = "hardsuit0-ert_commander" item_state = "hardsuit0-ert_commander" item_color = "ert_commander" //////Syndicate Version /obj/item/clothing/suit/space/hardsuit/shielded/syndi name = "blood-red hardsuit" desc = "An advanced hardsuit with built in energy shielding." icon_state = "hardsuit1-syndi" item_state = "syndie_hardsuit" item_color = "syndi" armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi slowdown = 0 /obj/item/clothing/suit/space/hardsuit/shielded/syndi/Initialize() jetpack = new /obj/item/tank/jetpack/suit(src) . = ..() /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi name = "blood-red hardsuit helmet" desc = "An advanced hardsuit helmet with built in energy shielding." icon_state = "hardsuit1-syndi" item_state = "syndie_helm" item_color = "syndi" armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) ///SWAT version /obj/item/clothing/suit/space/hardsuit/shielded/swat name = "death commando spacesuit" desc = "An advanced hardsuit favored by commandos for use in special operations." icon_state = "deathsquad" item_state = "swat_suit" item_color = "syndi" max_charges = 4 current_charges = 4 recharge_delay = 15 armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_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()