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SandPoot 40f1d7401d procs
2023-11-29 22:40:13 -03:00

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//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
beepsky_fashion = /datum/beepsky_fashion/chef
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!", forced = "chef hat suicide")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
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
beepsky_fashion = /datum/beepsky_fashion/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"
dynamic_hair_suffix = ""
dog_fashion = null
/obj/item/clothing/head/caphat/beret/white
name = "captain's white beret"
desc = "A white beret fit for a leader."
icon_state = "beret_captain_white"
//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"
dynamic_hair_suffix = ""
dog_fashion = null
/obj/item/clothing/head/hopcap/beret/white
name = "head of personnel's white beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "beret_white_hop"
//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(mapload)
. = ..()
new /obj/item/reagent_containers/food/drinks/flask/det(src)
/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to take a candy corn.</span>"
/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
. = ..()
if(loc == user && user.canUseTopic(src, BE_CLOSE, ismonkey(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.")
return TRUE
//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/purple
name = "purple beret"
desc = "A purple beret."
icon_state = "beret_purple"
/obj/item/clothing/head/beret/blue
name = "blue beret"
desc = "A blue beret"
icon_state = "beret_blue"
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
/obj/item/clothing/head/beret/highlander/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
//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/officer
name = "head of security officer beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "beret_centcom_officer"
/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, "<span class='notice'>You set the voice circuit to the middle position.</span>")
mode = DRILL_SHOUTING
if(DRILL_SHOUTING)
to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
mode = DRILL_YELLING
if(DRILL_YELLING)
to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
mode = DRILL_DEFAULT
if(DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
return TRUE
/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
if(mode != DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
mode = DRILL_CANADIAN
return TRUE
/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
. = ..()
if (slot == ITEM_SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, PROC_REF(handle_speech))
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
switch (mode)
if(DRILL_SHOUTING)
message += "!"
if(DRILL_YELLING)
message += "!!"
if(DRILL_CANADIAN)
message = " [message]"
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)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(30))
message += pick(", eh?", ", EH?")
speech_args[SPEECH_MESSAGE] = message
/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"
/obj/item/clothing/head/beret/sec/corporatewarden
name = "warden's corporate beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "beret_corporate_warden"
/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"
/obj/item/clothing/head/beret/cmo/blue
name = "chief medical officer's blue beret"
desc = "A fancy beret with a blue and white cross, try not to be chief malpractice officer in it."
icon_state = "beret_blue_cmo"
//Medical
/obj/item/clothing/head/beret/med
name = "medical officer's beret"
desc = "A fancy beret with a blue cross, smells sterile"
icon_state = "beret_med"
/obj/item/clothing/head/beret/chem
name = "chemist's beret"
desc = "A fancy beret with a orange beaker, you're not sure if you should smell it"
icon_state = "beret_chem"
/obj/item/clothing/head/beret/viro
name = "virologist's beret"
desc = "A fancy beret with a green gross, hopefully it's virus free!"
icon_state = "beret_viro"
//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"
//Scientist
/obj/item/clothing/head/beret/sci
name = "scientist's beret"
desc = "A Scientist's beret, looks like it's covered in slime."
icon_state = "beret_sci"
//Roboticist
/obj/item/clothing/head/beret/robo
name = "roboticist's beret"
desc = "A Roboticist's beret, almost more oil than hat."
icon_state = "beret_robot"
//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"
/obj/item/clothing/head/beret/ce/white
name = "chief engineer's white 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 = "beret_ce_white"
//Atmos
/obj/item/clothing/head/beret/atmos
name = "atmospheric technician's beret"
desc = "An Atmospheric Technician's beret. Smells like plasma fire."
icon_state = "beret_atmos"
//Engineer
/obj/item/clothing/head/beret/eng
name = "engineer's beret"
desc = "An Engineer's beret, try not to lose it to space wind."
icon_state = "beret_engineering"
//Quartermaster
/obj/item/clothing/head/beret/qm
name = "quartermaster's beret"
desc = "This headwear shows off your Cargonian leadership"
icon_state = "qmberet"
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50)
#undef DRILL_DEFAULT
#undef DRILL_SHOUTING
#undef DRILL_YELLING
#undef DRILL_CANADIAN