* Add files via upload * Add files via upload * Update glasses.dm * Update miscellaneous.dm * Update miscellaneous.dm * Update helmet.dm * Update misc.dm * Update magboots.dm * Update miscellaneous.dm * Update colour.dm * Update hardsuit.dm * Update miscellaneous.dm * Update armor.dm * Update miscellaneous.dm * Update miscellaneous.dm * Update security.dm
830 lines
38 KiB
Plaintext
830 lines
38 KiB
Plaintext
//Baseline hardsuits
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/obj/item/clothing/head/helmet/space/hardsuit
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name = "hardsuit helmet"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "hardsuit0-engineering"
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item_state = "eng_helm"
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
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var/basestate = "hardsuit"
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var/brightness_on = 4 //luminosity when on
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var/on = 0
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var/obj/item/clothing/suit/space/hardsuit/suit
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item_color = "engineering" //Determines used sprites: hardsuit[on]-[color] and hardsuit[on]-[color]2 (lying down sprite)
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actions_types = list(/datum/action/item_action/toggle_helmet_light)
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/obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user)
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on = !on
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icon_state = "[basestate][on]-[item_color]"
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user.update_inv_head() //so our mob-overlays update
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if(on)
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user.AddLuminosity(brightness_on)
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else
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user.AddLuminosity(-brightness_on)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/hardsuit/pickup(mob/user)
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..()
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if(on)
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user.AddLuminosity(brightness_on)
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SetLuminosity(0)
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/obj/item/clothing/head/helmet/space/hardsuit/dropped(mob/user)
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..()
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if(on)
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user.AddLuminosity(-brightness_on)
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SetLuminosity(brightness_on)
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if(suit)
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suit.RemoveHelmet()
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/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
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if(slot == slot_head)
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return 1
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/obj/item/clothing/head/helmet/space/hardsuit/equipped(mob/user, slot)
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..()
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if(slot != slot_head)
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if(suit)
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suit.RemoveHelmet()
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else
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qdel(src)
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/obj/item/clothing/head/helmet/space/hardsuit/proc/display_visor_message(var/msg)
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var/mob/wearer = loc
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if(msg && ishuman(wearer))
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wearer.show_message("\icon[src]<b><span class='robot'>[msg]</span></b>", 1)
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/obj/item/clothing/head/helmet/space/hardsuit/rad_act(severity)
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..()
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display_visor_message("Radiation pulse detected! Magnitude: <span class='green'>[severity]</span> RADs.")
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/obj/item/clothing/head/helmet/space/hardsuit/emp_act(severity)
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..()
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display_visor_message("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!")
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/obj/item/clothing/suit/space/hardsuit
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name = "hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "hardsuit-engineering"
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item_state = "eng_hardsuit"
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
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siemens_coefficient = 0
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var/obj/item/clothing/head/helmet/space/hardsuit/helmet
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actions_types = list(/datum/action/item_action/toggle_helmet)
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var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
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var/obj/item/weapon/tank/jetpack/suit/jetpack = null
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/obj/item/clothing/suit/space/hardsuit/New()
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if(jetpack && ispath(jetpack))
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jetpack = new jetpack(src)
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..()
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/obj/item/clothing/suit/space/hardsuit/attack_self(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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..()
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/obj/item/clothing/suit/space/hardsuit/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/tank/jetpack/suit))
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if(jetpack)
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user << "<span class='warning'>[src] already has a jetpack installed.</span>"
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return
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if(src == user.get_item_by_slot(slot_wear_suit)) //Make sure the player is not wearing the suit before applying the upgrade.
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user << "<span class='warning'>You cannot install the upgrade to [src] while wearing it.</span>"
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return
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if(user.transferItemToLoc(I, src))
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jetpack = I
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user << "<span class='notice'>You successfully install the jetpack into [src].</span>"
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else if(istype(I, /obj/item/weapon/screwdriver))
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if(!jetpack)
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user << "<span class='warning'>[src] has no jetpack installed.</span>"
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return
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if(src == user.get_item_by_slot(slot_wear_suit))
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user << "<span class='warning'>You cannot remove the jetpack from [src] while wearing it.</span>"
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return
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jetpack.turn_off()
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jetpack.loc = get_turf(src)
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jetpack = null
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user << "<span class='notice'>You successfully remove the jetpack from [src].</span>"
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/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
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..()
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if(jetpack)
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if(slot == slot_wear_suit)
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for(var/X in jetpack.actions)
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var/datum/action/A = X
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A.Grant(user)
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/obj/item/clothing/suit/space/hardsuit/dropped(mob/user)
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..()
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if(jetpack)
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for(var/X in jetpack.actions)
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var/datum/action/A = X
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A.Remove(user)
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/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
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if(slot == slot_wear_suit) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
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return 1
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//Engineering
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/obj/item/clothing/head/helmet/space/hardsuit/engine
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name = "engineering hardsuit helmet"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "hardsuit0-engineering"
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item_state = "eng_helm"
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armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 100, acid = 75)
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item_color = "engineering"
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/suit/space/hardsuit/engine
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name = "engineering hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "hardsuit-engineering"
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item_state = "eng_hardsuit"
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armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 100, acid = 75)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
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resistance_flags = FIRE_PROOF
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//Atmospherics
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/obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
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name = "atmospherics hardsuit helmet"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding."
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icon_state = "hardsuit0-atmospherics"
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item_state = "atmo_helm"
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item_color = "atmospherics"
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armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0, fire = 100, acid = 75)
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heat_protection = HEAD //Uncomment to enable firesuit protection
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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/obj/item/clothing/suit/space/hardsuit/engine/atmos
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name = "atmospherics hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
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icon_state = "hardsuit-atmospherics"
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item_state = "atmo_hardsuit"
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armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0, fire = 100, acid = 75)
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
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//Chief Engineer's hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/engine/elite
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name = "advanced hardsuit helmet"
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desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
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icon_state = "hardsuit0-white"
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item_state = "ce_helm"
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item_color = "white"
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armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90, fire = 100, acid = 90)
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
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/obj/item/clothing/suit/space/hardsuit/engine/elite
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icon_state = "hardsuit-white"
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name = "advanced hardsuit"
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desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
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item_state = "ce_hardsuit"
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armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90, fire = 100, acid = 90)
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
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jetpack = /obj/item/weapon/tank/jetpack/suit
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//Mining hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/mining
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name = "mining hardsuit helmet"
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desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights."
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icon_state = "hardsuit0-mining"
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item_state = "mining_helm"
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item_color = "mining"
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF
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heat_protection = CHEST|GROIN|LEGS|ARMS
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armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75)
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brightness_on = 7
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator)
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/obj/item/clothing/suit/space/hardsuit/mining
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icon_state = "hardsuit-mining"
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name = "mining hardsuit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters."
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item_state = "mining_hardsuit"
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF
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armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/weapon/storage/bag/ore,/obj/item/weapon/pickaxe)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
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//Syndicate hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/syndi
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name = "blood-red hardsuit helmet"
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desc = "A dual-mode advanced helmet designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders."
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alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
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icon_state = "hardsuit1-syndi"
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item_state = "syndie_helm"
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item_color = "syndi"
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armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
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on = 1
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var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
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actions_types = list(/datum/action/item_action/toggle_helmet_mode)
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visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
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visor_flags = STOPSPRESSUREDMAGE
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon()
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icon_state = "hardsuit[on]-[item_color]"
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/New()
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..()
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if(istype(loc, /obj/item/clothing/suit/space/hardsuit/syndi))
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linkedsuit = loc
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/attack_self(mob/user) //Toggle Helmet
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if(!isturf(user.loc))
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user << "<span class='warning'>You cannot toggle your helmet while in this [user.loc]!</span>" //To prevent some lighting anomalities.
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return
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on = !on
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if(on || force)
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user << "<span class='notice'>You switch your hardsuit to EVA mode, sacrificing speed for space protection.</span>"
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name = initial(name)
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desc = initial(desc)
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user.AddLuminosity(brightness_on)
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flags |= visor_flags
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flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
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flags_inv |= visor_flags_inv
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cold_protection |= HEAD
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else
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user << "<span class='notice'>You switch your hardsuit to combat mode and can now run at full speed.</span>"
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name += " (combat)"
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desc = alt_desc
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user.AddLuminosity(-brightness_on)
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flags &= ~visor_flags
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flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
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flags_inv &= ~visor_flags_inv
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cold_protection &= ~HEAD
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update_icon()
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playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
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toggle_hardsuit_mode(user)
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user.update_inv_head()
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if(istype(user, /mob/living/carbon))
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var/mob/living/carbon/C = user
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C.head_update(src, forced = 1)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/proc/toggle_hardsuit_mode(mob/user) //Helmet Toggles Suit Mode
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if(linkedsuit)
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if(on)
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linkedsuit.name = initial(linkedsuit.name)
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linkedsuit.desc = initial(linkedsuit.desc)
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linkedsuit.slowdown = 1
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linkedsuit.flags |= STOPSPRESSUREDMAGE
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linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS
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else
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linkedsuit.name += " (combat)"
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linkedsuit.desc = linkedsuit.alt_desc
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linkedsuit.slowdown = 0
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linkedsuit.flags &= ~(STOPSPRESSUREDMAGE)
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linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
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linkedsuit.icon_state = "hardsuit[on]-[item_color]"
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linkedsuit.update_icon()
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user.update_inv_wear_suit()
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user.update_inv_w_uniform()
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/obj/item/clothing/suit/space/hardsuit/syndi
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name = "blood-red hardsuit"
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desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders."
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alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
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icon_state = "hardsuit1-syndi"
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item_state = "syndie_hardsuit"
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item_color = "syndi"
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w_class = WEIGHT_CLASS_NORMAL
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armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
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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/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
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jetpack = /obj/item/weapon/tank/jetpack/suit
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//Elite Syndie suit
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
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name = "elite syndicate hardsuit helmet"
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desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in EVA mode. Property of Gorlex Marauders."
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alt_desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in combat mode. Property of Gorlex Marauders."
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icon_state = "hardsuit0-syndielite"
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item_color = "syndielite"
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armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100)
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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visor_flags_inv = 0
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visor_flags = 0
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on = 0
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clothing/suit/space/hardsuit/syndi/elite
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name = "elite syndicate hardsuit"
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desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in travel mode."
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alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in combat mode."
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icon_state = "hardsuit0-syndielite"
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item_color = "syndielite"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
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armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100)
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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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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//The Owl Hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
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name = "owl hardsuit helmet"
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desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in travel mode."
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alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode."
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icon_state = "hardsuit1-owl"
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item_state = "s_helmet"
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item_color = "owl"
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visor_flags_inv = 0
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visor_flags = 0
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on = 0
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/obj/item/clothing/suit/space/hardsuit/syndi/owl
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name = "owl hardsuit"
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desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in travel mode."
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alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode."
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icon_state = "hardsuit1-owl"
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item_state = "s_suit"
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item_color = "owl"
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
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//Wizard hardsuit
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/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/weapon/teleportation_scroll,/obj/item/weapon/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
|
|
|
|
|
|
//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 = 50, fire = 75, 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/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
|
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50, fire = 75, 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
|
|
var/onboard_hud_enabled = 0 //stops conflicts with another diag HUD
|
|
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/New()
|
|
..()
|
|
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(user.glasses && istype(user.glasses, /obj/item/clothing/glasses/hud/diagnostic))
|
|
user << ("<span class='warning'>Your [user.glasses] prevents you using [src]'s diagnostic visor HUD.</span>")
|
|
else
|
|
onboard_hud_enabled = 1
|
|
var/datum/atom_hud/DHUD = huds[DATA_HUD_DIAGNOSTIC]
|
|
DHUD.add_hud_to(user)
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/rd/dropped(mob/living/carbon/human/user)
|
|
..()
|
|
if(onboard_hud_enabled && !(user.glasses && istype(user.glasses, /obj/item/clothing/glasses/hud/diagnostic)))
|
|
var/datum/atom_hud/DHUD = huds[DATA_HUD_DIAGNOSTIC]
|
|
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/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy/wormhole_projector,
|
|
/obj/item/weapon/hand_tele, /obj/item/device/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 = 30, 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"
|
|
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
|
armor = list(melee = 30, 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/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
|
|
|
|
//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"
|
|
allowed = list(/obj/item/weapon/tank/internals, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/ballistic, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
|
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
|
|
|
|
//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
|
|
|
|
|
|
/////////////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 = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
|
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/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
|
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("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
|
|
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)
|
|
. += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "[shield_state]")
|
|
|
|
/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 = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP //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/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
|
|
slowdown = 0
|
|
|
|
|
|
/obj/item/clothing/suit/space/hardsuit/shielded/syndi/New()
|
|
jetpack = new /obj/item/weapon/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()
|
|
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/nazi
|
|
name = "nazi hardhelmet"
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|
desc = "This is the face of das vaterland's top elite. Gas or energy are your only escapes."
|
|
item_state = "hardsuit0-nazi"
|
|
icon_state = "hardsuit0-nazi"
|
|
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
|
|
item_color = "nazi"
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|
|
|
/obj/item/clothing/suit/space/hardsuit/nazi
|
|
name = "nazi hardsuit"
|
|
desc = "The attire of a true krieger. All shall fall, and only das vaterland will remain."
|
|
item_state = "hardsuit-nazi"
|
|
icon_state = "hardsuit-nazi"
|
|
slowdown = 1
|
|
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
|
|
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/)
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/nazi
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/soviet
|
|
name = "soviet hardhelmet"
|
|
desc = "Crafted with the pride of the proletariat. The vengeful gaze of the visor roots out all fascists and capitalists."
|
|
item_state = "hardsuit0-soviet"
|
|
icon_state = "hardsuit0-soviet"
|
|
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
|
|
item_color = "soviet"
|
|
|
|
/obj/item/clothing/suit/space/hardsuit/soviet
|
|
name = "soviet hardsuit"
|
|
desc = "Crafted with the pride of the proletariat. The last thing the enemy sees is the bottom of this armor's boot."
|
|
item_state = "hardsuit-soviet"
|
|
icon_state = "hardsuit-soviet"
|
|
slowdown = 1
|
|
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
|
|
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/)
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/knight
|
|
name = "Space-Knight helm"
|
|
desc = "A well polished helmet belonging to a Space-Knight. Favored by space-jousters for its ability to stay on tight after being launched from a mass driver."
|
|
icon_state = "hardsuit0-knight"
|
|
item_state = "hardsuit0-knight"
|
|
armor = list(melee = 60, bullet = 40, laser = 40,energy = 30, bomb = 50, bio = 100, rad = 60)
|
|
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
|
item_color="knight"
|
|
|
|
/obj/item/clothing/suit/space/hardsuit/knight
|
|
name = "Space-Knight armour"
|
|
desc = "A well polished set of armour belonging to a Space-Knight. Maidens Rescued in Space: 100, Maidens who have slept with me in Space: 0."
|
|
icon_state = "hardsuit-knight"
|
|
item_state = "hardsuit-knight"
|
|
slowdown = 1
|
|
allowed = list(/obj/item/weapon/gun,/obj/item/weapon/melee/baton,/obj/item/weapon/tank,/obj/item/weapon/shield/energy,/obj/item/weapon/claymore)
|
|
armor = list(melee = 60, bullet = 40, laser = 40,energy = 30, bomb = 50, bio = 100, rad = 60)
|
|
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
|
siemens_coefficient = 0.5
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/knight
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/knight/black
|
|
name = "Black Knight's helm"
|
|
desc = "An ominous black helmet with a gold trim. The small viewports create an intimidating look, while also making it nearly impossible to see anything."
|
|
icon_state = "hardsuit0-blackknight"
|
|
item_state = "hardsuit0-blackknight"
|
|
armor = list(melee = 70, bullet = 65, laser = 50,energy = 25, bomb = 60, bio = 100, rad = 60)
|
|
item_color="blackknight"
|
|
|
|
/obj/item/clothing/suit/space/hardsuit/knight/black
|
|
name = "Black Knight's armour"
|
|
desc = "An ominous black suit of armour with a gold trim. Surprisingly good at preventing accidental loss of limbs."
|
|
icon_state = "hardsuit-blackknight"
|
|
item_state = "hardsuit-blackknight"
|
|
armor = list(melee = 70, bullet = 65, laser = 50,energy = 25, bomb = 60, bio = 100, rad = 60)
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/knight/black
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/knight/solaire
|
|
name = "Solar helm"
|
|
desc = "A simple helmet. 'Made in Astora' is inscribed on the back."
|
|
icon_state = "hardsuit0-solaire"
|
|
item_state = "hardsuit0-solaire"
|
|
armor = list(melee = 60, bullet = 65, laser = 90,energy = 30, bomb = 60, bio = 100, rad = 100)
|
|
item_color="solaire"
|
|
|
|
/obj/item/clothing/suit/space/hardsuit/knight/solaire
|
|
name = "Solar armour"
|
|
desc = "A solar powered hardsuit with a fancy insignia on the chest. Perfect for stargazers and adventurers alike."
|
|
icon_state = "hardsuit-solaire"
|
|
item_state = "hardsuit-solaire"
|
|
armor = list(melee = 60, bullet = 65, laser = 90,energy = 30, bomb = 60, bio = 100, rad = 100)
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/knight/solaire
|
|
|
|
/obj/item/clothing/head/helmet/space/hardsuit/t51b
|
|
name = "T-51b Power Armor"
|
|
desc = "Relic of a bygone era, the T-51b is powered by a TX-28 MicroFusion Pack, which holds enough fuel to power its internal hydraulics for a century!"
|
|
icon_state = "hardsuit0-t51b"
|
|
item_state = "hardsuit0-t51b"
|
|
armor = list(melee = 35, bullet = 35, laser = 40, energy = 40, bomb = 80, bio = 100, rad = 100)
|
|
item_color="t51b"
|
|
|
|
/obj/item/clothing/suit/space/hardsuit/t51b
|
|
name = "T-51b Power Armor"
|
|
desc = "Relic of a bygone era, the T-51b is powered by a TX-28 MicroFusion Pack, which holds enough fuel to power its internal hydraulics for a century!"
|
|
icon_state = "hardsuit-t51b"
|
|
item_state = "hardsuit-t51b"
|
|
armor = list(melee = 35, bullet = 35, laser = 40, energy = 40, bomb = 80, bio = 100, rad = 100)
|
|
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/t51b
|