/obj/item/clothing/suit icon = 'icons/obj/clothing/suits.dmi' name = "suit" var/fire_resist = T0C+100 allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) slot_flags = SLOT_OCLOTHING var/blood_overlay_type = "suit" var/togglename = null var/suittoggled = FALSE /obj/item/clothing/suit/worn_overlays(isinhands = FALSE) . = list() if(!isinhands) if(damaged_clothes) . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") IF_HAS_BLOOD_DNA(src) . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") var/mob/living/carbon/human/M = loc if(ishuman(M) && M.w_uniform) var/obj/item/clothing/under/U = M.w_uniform if(istype(U) && U.attached_accessory) var/obj/item/clothing/accessory/A = U.attached_accessory if(A.above_suit) . += U.accessory_overlay /obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE) ..() if(ismob(loc)) var/mob/M = loc M.update_inv_wear_suit()