* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
311 lines
13 KiB
Plaintext
311 lines
13 KiB
Plaintext
//miscellaneous spacesuits
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/*
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Contains:
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- Captain's spacesuit
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- Death squad's hardsuit
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- SWAT suit
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- Officer's beret/spacesuit
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- NASA Voidsuit
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- Father Christmas' magical clothes
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- Pirate's spacesuit
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- ERT hardsuit: command, sec, engi, med
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- EVA spacesuit
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- Freedom's spacesuit (freedom from vacuum's oppression)
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- Carp hardsuit
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*/
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//Death squad armored space suits, not hardsuits!
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/obj/item/clothing/head/helmet/space/hardsuit/deathsquad
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name = "MK.III SWAT Helmet"
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desc = "An advanced tactical space helmet."
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icon_state = "deathsquad"
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item_state = "deathsquad"
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armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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actions_types = list()
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/obj/item/clothing/head/helmet/space/hardsuit/deathsquad/attack_self(mob/user)
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return
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/obj/item/clothing/suit/space/hardsuit/deathsquad
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name = "MK.III SWAT Suit"
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desc = "A prototype designed to replace the ageing MK.II SWAT suit. Based on the streamlined MK.II model, the traditional ceramic and graphene plate construction was replaced with plasteel, allowing superior armor against most threats. There's room for some kind of energy projection device on the back."
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icon_state = "deathsquad"
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item_state = "swat_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/kitchen/knife/combat)
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armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad
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dog_fashion = /datum/dog_fashion/back/deathsquad
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//NEW SWAT suit
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/obj/item/clothing/suit/space/swat
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name = "MK.I SWAT Suit"
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desc = "A tactical space suit first developed in a joint effort by the defunct IS-ERI and Nanotrasen in 20XX for military space operations. A tried and true workhorse, it is very difficult to move in but offers robust protection against all threats!"
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icon_state = "heavy"
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item_state = "swat_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals,/obj/item/weapon/kitchen/knife/combat)
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armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20, fire = 100, acid = 100)
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strip_delay = 120
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clothing/head/helmet/space/beret
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name = "officer's beret"
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desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
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icon_state = "beret_badge"
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flags = STOPSPRESSUREDMAGE
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flags_inv = 0
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armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clothing/suit/space/officer
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name = "officer's jacket"
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desc = "An armored, space-proof jacket used in special operations."
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icon_state = "detective"
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item_state = "det_suit"
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blood_overlay_type = "coat"
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slowdown = 0
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flags_inv = 0
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w_class = WEIGHT_CLASS_NORMAL
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
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armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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//NASA Voidsuit
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/obj/item/clothing/head/helmet/space/nasavoid
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name = "NASA Void Helmet"
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desc = "An old, NASA Centcom branch designed, dark red space suit helmet."
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icon_state = "void"
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item_state = "void"
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/obj/item/clothing/suit/space/nasavoid
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name = "NASA Voidsuit"
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icon_state = "void"
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item_state = "void"
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desc = "An old, NASA Centcom branch designed, dark red space suit."
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/multitool)
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//Space santa outfit suit
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/obj/item/clothing/head/helmet/space/santahat
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name = "Santa's hat"
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desc = "Ho ho ho. Merrry X-mas!"
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icon_state = "santahat"
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flags = STOPSPRESSUREDMAGE
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flags_cover = HEADCOVERSEYES
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dog_fashion = /datum/dog_fashion/head/santa
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/obj/item/clothing/suit/space/santa
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name = "Santa's suit"
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desc = "Festive!"
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icon_state = "santa"
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item_state = "santa"
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slowdown = 0
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flags = STOPSPRESSUREDMAGE
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allowed = list(/obj/item) //for stuffing exta special presents
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//Space pirate outfit
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/obj/item/clothing/head/helmet/space/pirate
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name = "pirate hat"
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desc = "Yarr."
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icon_state = "pirate"
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item_state = "pirate"
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armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
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flags = STOPSPRESSUREDMAGE
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strip_delay = 40
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put_on_delay = 20
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flags_cover = HEADCOVERSEYES
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/obj/item/clothing/suit/space/pirate
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name = "pirate coat"
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desc = "Yarr."
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icon_state = "pirate"
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item_state = "pirate"
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w_class = WEIGHT_CLASS_NORMAL
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flags_inv = 0
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
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slowdown = 0
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armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
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strip_delay = 40
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put_on_delay = 20
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//Emergency Response Team suits
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/obj/item/clothing/head/helmet/space/hardsuit/ert
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name = "emergency response unit helmet"
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desc = "Standard issue command helmet for the ERT"
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icon_state = "hardsuit0-ert_commander"
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item_state = "hardsuit0-ert_commander"
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item_color = "ert_commander"
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armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
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strip_delay = 130
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flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
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brightness_on = 7
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/obj/item/clothing/suit/space/hardsuit/ert
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name = "emergency response team suit"
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desc = "Standard issue command suit for the ERT."
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icon_state = "ert_command"
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item_state = "ert_command"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
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armor = list(melee = 30, bullet = 50, laser = 30, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 0, acid = 95)
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slowdown = 0
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strip_delay = 130
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//ERT Security
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/obj/item/clothing/head/helmet/space/hardsuit/ert/sec
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desc = "Standard issue security helmet for the ERT."
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icon_state = "hardsuit0-ert_security"
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item_state = "hardsuit0-ert_security"
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item_color = "ert_security"
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/obj/item/clothing/suit/space/hardsuit/ert/sec
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desc = "Standard issue security suit for the ERT."
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icon_state = "ert_security"
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item_state = "ert_security"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/sec
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//ERT Engineering
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/obj/item/clothing/head/helmet/space/hardsuit/ert/engi
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desc = "Standard issue engineer helmet for the ERT."
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icon_state = "hardsuit0-ert_engineer"
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item_state = "hardsuit0-ert_engineer"
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item_color = "ert_engineer"
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/obj/item/clothing/suit/space/hardsuit/ert/engi
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desc = "Standard issue engineer suit for the ERT."
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icon_state = "ert_engineer"
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item_state = "ert_engineer"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engi
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//ERT Medical
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/obj/item/clothing/head/helmet/space/hardsuit/ert/med
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desc = "Standard issue medical helmet for the ERT."
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icon_state = "hardsuit0-ert_medical"
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item_state = "hardsuit0-ert_medical"
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item_color = "ert_medical"
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/obj/item/clothing/suit/space/hardsuit/ert/med
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desc = "Standard issue medical suit for the ERT."
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icon_state = "ert_medical"
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item_state = "ert_medical"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med
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species_exception = list(/datum/species/angel)
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/obj/item/clothing/suit/space/eva
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name = "EVA suit"
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icon_state = "space"
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item_state = "s_suit"
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desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
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/obj/item/clothing/head/helmet/space/eva
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name = "EVA helmet"
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icon_state = "space"
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item_state = "space"
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desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
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flash_protect = 0
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20, fire = 50, acid = 65)
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/obj/item/clothing/head/helmet/space/freedom
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name = "eagle helmet"
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desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
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icon_state = "griffinhat"
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item_state = "griffinhat"
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armor = list(melee = 20, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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resistance_flags = ACID_PROOF
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/obj/item/clothing/suit/space/freedom
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name = "eagle suit"
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desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be intergrated into the suit and the wings appear to be stuck in 'freedom' mode."
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icon_state = "freedom"
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item_state = "freedom"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
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armor = list(melee = 20, bullet = 40, laser = 30,energy = 25, bomb = 100, bio = 100, rad = 100, fire = 80, acid = 80)
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strip_delay = 130
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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resistance_flags = ACID_PROOF
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//Carpsuit, bestsuit, lovesuit
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/obj/item/clothing/head/helmet/space/hardsuit/carp
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name = "carp helmet"
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desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
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icon_state = "carp_helm"
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item_state = "syndicate"
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armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy as a space carp
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brightness_on = 0 //luminosity when on
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actions_types = list()
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flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
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/obj/item/clothing/suit/space/hardsuit/carp
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name = "carp space suit"
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desc = "A slimming piece of dubious space carp technology, you suspect it won't stand up to hand-to-hand blows."
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icon_state = "carp_suit"
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item_state = "space_suit_syndicate"
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slowdown = 0 //Space carp magic, never stop believing
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armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 75, fire = 60, acid = 75) //As whimpy whimpy whoo
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allowed = list(/obj/item/weapon/tank/internals, /obj/item/weapon/gun/ballistic/automatic/speargun) //I'm giving you a hint here
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
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/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
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name = "paranormal response unit helmet"
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desc = "A helmet worn by those who deal with paranormal threats for a living."
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icon_state = "hardsuit0-prt"
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item_state = "hardsuit0-prt"
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item_color = "knight_grey"
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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actions_types = list()
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/suit/space/hardsuit/ert/paranormal
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name = "paranormal response team suit"
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desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats."
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icon_state = "knight_grey"
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item_state = "knight_grey"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/suit/space/hardsuit/ert/paranormal/New()
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..()
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new /obj/item/weapon/nullrod(src)
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/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
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name = "inquisitor's hardsuit"
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icon_state = "hardsuit-inq"
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item_state = "hardsuit-inq"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
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/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
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name = "inquisitor's helmet"
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icon_state = "hardsuit0-inq"
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item_state = "hardsuit0-inq"
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/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker
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name = "champion's hardsuit"
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desc = "Voices echo from the hardsuit, driving the user insane."
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icon_state = "hardsuit-beserker"
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item_state = "hardsuit-beserker"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
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/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
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name = "champion's helmet"
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desc = "Peering into the eyes of the helmet is enough to seal damnation."
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icon_state = "hardsuit0-beserker"
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item_state = "hardsuit0-beserker"
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