//defines the drill hat's yelling setting #define DRILL_DEFAULT "default" #define DRILL_SHOUTING "shouting" #define DRILL_YELLING "yelling" #define DRILL_CANADIAN "canadian" //Chef /obj/item/clothing/head/chefhat name = "chef's hat" item_state = "chef" icon_state = "chef" desc = "The commander in chef's head wear." strip_delay = 10 equip_delay_other = 10 dynamic_hair_suffix = "" dog_fashion = /datum/dog_fashion/head/chef /obj/item/clothing/head/chefhat/suicide_act(mob/user) user.visible_message("[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.") user.say("Bork Bork Bork!", forced = "chef hat suicide") sleep(20) user.visible_message("[user] climbs into an imaginary oven!") user.say("BOOORK!", forced = "chef hat suicide") playsound(user, 'sound/machines/ding.ogg', 50, 1) return(FIRELOSS) //Captain /obj/item/clothing/head/caphat name = "captain's hat" desc = "It's good being the king." icon_state = "captain" item_state = "that" flags_inv = 0 armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/captain //Captain: This is no longer space-worthy /obj/item/clothing/head/caphat/parade name = "captain's parade cap" desc = "Worn only by Captains with an abundance of class." icon_state = "capcap" dog_fashion = null /obj/item/clothing/head/caphat/beret name = "captain's beret" desc = "A beret fit for a leader." icon_state = "capberet" dog_fashion = null //Head of Personnel /obj/item/clothing/head/hopcap name = "head of personnel's cap" icon_state = "hopcap" desc = "The symbol of true bureaucratic micromanagement." armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) dog_fashion = /datum/dog_fashion/head/hop /obj/item/clothing/head/hopcap/beret name = "head of personnel's beret" desc = "The symbol of true bureaucratic micromanagement, although in a fancy form." icon_state = "hopberet" dog_fashion = null //Chaplain /obj/item/clothing/head/nun_hood name = "nun hood" desc = "Maximum piety in this star system." icon_state = "nun_hood" flags_inv = HIDEHAIR flags_cover = HEADCOVERSEYES //Detective /obj/item/clothing/head/fedora/det_hat name = "detective's fedora" desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat." armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50) icon_state = "detective" var/candy_cooldown = 0 pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective dog_fashion = /datum/dog_fashion/head/detective /obj/item/clothing/head/fedora/det_hat/Initialize() . = ..() new /obj/item/reagent_containers/food/drinks/flask/det(src) /obj/item/clothing/head/fedora/det_hat/examine(mob/user) ..() to_chat(user, "Alt-click to take a candy corn.") /obj/item/clothing/head/fedora/det_hat/AltClick(mob/user) if(user.canUseTopic(src, BE_CLOSE, ismonkey(user))) ..() if(loc == user) if(candy_cooldown < world.time) var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src) user.put_in_hands(CC) to_chat(user, "You slip a candy corn from your hat.") candy_cooldown = world.time+1200 else to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.") //Mime /obj/item/clothing/head/beret name = "beret" desc = "A beret, a mime's favorite headwear." icon_state = "beret" dog_fashion = /datum/dog_fashion/head/beret dynamic_hair_suffix = "" /obj/item/clothing/head/beret/black name = "black beret" desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes." icon_state = "beretblack" /obj/item/clothing/head/beret/highlander desc = "That was white fabric. Was." item_flags = NODROP dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES //Security /obj/item/clothing/head/HoS name = "head of security cap" desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge." icon_state = "hoscap" armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60) strip_delay = 80 dynamic_hair_suffix = "" /obj/item/clothing/head/HoS/syndicate name = "syndicate cap" desc = "A black cap fit for a high ranking syndicate officer." /obj/item/clothing/head/HoS/beret name = "head of security beret" desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection." icon_state = "hosberetblack" /obj/item/clothing/head/HoS/beret/syndicate name = "syndicate beret" desc = "A black beret with thick armor padding inside. Stylish and robust." /obj/item/clothing/head/warden name = "warden's police hat" desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts." icon_state = "policehelm" armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/warden /obj/item/clothing/head/warden/drill name = "warden's campaign hat" desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side." icon_state = "wardendrill" item_state = "wardendrill" dog_fashion = null var/mode = DRILL_DEFAULT /obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I) if(..()) return TRUE switch(mode) if(DRILL_DEFAULT) to_chat(user, "You set the voice circuit to the middle position.") mode = DRILL_SHOUTING if(DRILL_SHOUTING) to_chat(user, "You set the voice circuit to the last position.") mode = DRILL_YELLING if(DRILL_YELLING) to_chat(user, "You set the voice circuit to the first position.") mode = DRILL_DEFAULT if(DRILL_CANADIAN) to_chat(user, "You adjust voice circuit but nothing happens, probably because it's broken.") return TRUE /obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I) if(mode != DRILL_CANADIAN) to_chat(user, "You broke the voice circuit!") mode = DRILL_CANADIAN return TRUE /obj/item/clothing/head/warden/drill/speechModification(M) if(copytext(M, 1, 2) != "*") if(mode == DRILL_DEFAULT) M = " [M]" return trim(M) if(mode == DRILL_SHOUTING) M = " [M]!" return trim(M) if(mode == DRILL_YELLING) M = " [M]!!" return trim(M) if(mode == DRILL_CANADIAN) M = " [M]" var/list/canadian_words = strings("canadian_replacement.json", "canadian") for(var/key in canadian_words) var/value = canadian_words[key] if(islist(value)) value = pick(value) M = replacetextEx(M, " [uppertext(key)]", " [uppertext(value)]") M = replacetextEx(M, " [capitalize(key)]", " [capitalize(value)]") M = replacetextEx(M, " [key]", " [value]") if(prob(30)) M += pick(", eh?", ", EH?") return trim(M) /obj/item/clothing/head/beret/sec name = "security beret" desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection." icon_state = "beret_badge" armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) strip_delay = 60 dog_fashion = null /obj/item/clothing/head/beret/sec/navyhos name = "head of security's beret" desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction." icon_state = "hosberet" /obj/item/clothing/head/beret/sec/navywarden name = "warden's beret" desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class." icon_state = "wardenberet" armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) strip_delay = 60 /obj/item/clothing/head/beret/sec/navyofficer desc = "A special beret with the security insignia emblazoned on it. For officers with class." icon_state = "officerberet" //Curator /obj/item/clothing/head/fedora/curator name = "treasure hunter's fedora" desc = "You got red text today kid, but it doesn't mean you have to like it." icon_state = "curator" //Chief Medical Officer /obj/item/clothing/head/beret/cmo name = "chief medical officer's beret" desc = "A fancy beret with a green cross, signifying your status in the station's medbay." icon_state = "cmoberet" //Research Director /obj/item/clothing/head/beret/rd name = "research director's beret" desc = "A beret worn only by highly intelligent people." icon_state = "rdberet" //Chief Engineer /obj/item/clothing/head/beret/ce name = "chief engineer's beret" desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price." icon_state = "ceberet" //Quartermaster /obj/item/clothing/head/beret/qm name = "quartermaster's beret" desc = "This headwear shows off your Cargonian leadership" icon_state = "qmberet" #undef DRILL_DEFAULT #undef DRILL_SHOUTING #undef DRILL_YELLING #undef DRILL_CANADIAN