/
miscellaneous.dm
594 lines (523 loc) · 27.7 KB
/
miscellaneous.dm
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//miscellaneous spacesuits
/*
Contains:
- Captain's spacesuit
- Death squad's hardsuit
- SWAT suit
- Officer's beret/spacesuit
- NASA Voidsuit
- Father Christmas' magical clothes
- Pirate's spacesuit
- ERT hardsuit: command, sec, engi, med, janitor
- EVA spacesuit
- Freedom's spacesuit (freedom from vacuum's oppression)
- Carp hardsuit
- Bounty hunter hardsuit
- Blackmarket combat medic hardsuit
*/
//Death squad armored space suits, not hardsuits!
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad
name = "MK.III SWAT Helmet"
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/deathsquad/attack_self(mob/user)
return
/obj/item/clothing/suit/space/hardsuit/deathsquad
name = "MK.III SWAT Suit"
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."
icon_state = "deathsquad"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad
dog_fashion = /datum/dog_fashion/back/deathsquad
//NEW SWAT suit
/obj/item/clothing/suit/space/swat
name = "MK.I SWAT Suit"
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!"
icon_state = "heavy"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 40, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/beret
name = "CentCom officer's beret"
desc = "An armored beret commonly used by special operations officers. Uses advanced force field technology to protect the head from space."
icon_state = "beret_badge"
greyscale_colors = "#397F3F#FFCE5B"
flags_inv = 0
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/officer
name = "CentCom officer's coat"
desc = "An armored, space-proof coat used in special operations."
icon = 'icons/obj/clothing/suits/armor.dmi'
mob_overlay_icon = 'icons/mob/clothing/suits/armor.dmi'
icon_state = "centcom_coat"
item_state = "centcom"
blood_overlay_type = "coat"
slowdown = 0
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
//NASA Voidsuit
/obj/item/clothing/head/helmet/space/nasavoid
name = "NASA Void Helmet"
desc = "An old, NASA CentCom branch designed, dark red space suit helmet."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid
name = "NASA Voidsuit"
icon_state = "void"
item_state = "void"
desc = "An old, NASA CentCom branch designed, dark red space suit."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
/obj/item/clothing/head/helmet/space/nasavoid/old
name = "Engineering Void Helmet"
desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
icon_state = "void"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid/old
name = "Engineering Voidsuit"
icon_state = "void"
item_state = "void"
desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/multitool)
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags_cover = HEADCOVERSEYES
dog_fashion = /datum/dog_fashion/head/santa
/obj/item/clothing/suit/space/santa
name = "Santa's suit"
desc = "Festive!"
icon = 'icons/obj/clothing/suits.dmi'
mob_overlay_icon = 'icons/mob/clothing/suit.dmi'
icon_state = "santa"
item_state = "santa"
slowdown = 0
allowed = list(/obj/item) //for stuffing exta special presents
//Space pirate outfit
/obj/item/clothing/head/helmet/space/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
flags_inv = HIDEHAIR
strip_delay = 40
equip_delay_other = 20
flags_cover = HEADCOVERSEYES
/obj/item/clothing/head/helmet/space/pirate/bandana
name = "pirate bandana"
icon_state = "bandana"
item_state = "bandana"
/obj/item/clothing/suit/space/pirate
name = "pirate coat"
desc = "Yarr."
w_class = WEIGHT_CLASS_NORMAL
flags_inv = 0
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/saber/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
strip_delay = 40
equip_delay_other = 20
//Emergency Response Team suits
/obj/item/clothing/head/helmet/space/hardsuit/ert
name = "emergency response team commander helmet"
desc = "The integrated helmet of an ERT hardsuit, this one has blue highlights."
icon_state = "hardsuit0-ert_commander"
item_state = "hardsuit0-ert_commander"
hardsuit_type = "ert_commander"
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 60, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
light_range = 7
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/head/helmet/space/hardsuit/ert/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/ert
name = "emergency response team commander hardsuit"
desc = "The standard issue hardsuit of the ERT, this one has blue highlights. Offers superb protection against environmental hazards."
icon_state = "ert_command"
item_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 60, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
slowdown = 0
strip_delay = 130
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
//ERT Security
/obj/item/clothing/head/helmet/space/hardsuit/ert/sec
name = "emergency response team security helmet"
desc = "The integrated helmet of an ERT hardsuit, this one has red highlights."
icon_state = "hardsuit0-ert_security"
item_state = "hardsuit0-ert_security"
hardsuit_type = "ert_security"
/obj/item/clothing/suit/space/hardsuit/ert/sec
name = "emergency response team security hardsuit"
desc = "The standard issue hardsuit of the ERT, this one has red highlights. Offers superb protection against environmental hazards."
icon_state = "ert_security"
item_state = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/sec
//ERT Engineering
/obj/item/clothing/head/helmet/space/hardsuit/ert/engi
name = "emergency response team engineering helmet"
desc = "The integrated helmet of an ERT hardsuit, this one has orange highlights."
icon_state = "hardsuit0-ert_engineer"
item_state = "hardsuit0-ert_engineer"
hardsuit_type = "ert_engineer"
/obj/item/clothing/suit/space/hardsuit/ert/engi
name = "emergency response team engineering hardsuit"
desc = "The standard issue hardsuit of the ERT, this one has orange highlights. Offers superb protection against environmental hazards."
icon_state = "ert_engineer"
item_state = "ert_engineer"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engi
//ERT Medical
/obj/item/clothing/head/helmet/space/hardsuit/ert/med
name = "emergency response team medical helmet"
desc = "The integrated helmet of an ERT hardsuit, this one has white highlights."
icon_state = "hardsuit0-ert_medical"
item_state = "hardsuit0-ert_medical"
hardsuit_type = "ert_medical"
/obj/item/clothing/suit/space/hardsuit/ert/med
name = "emergency response team medical hardsuit"
desc = "The standard issue hardsuit of the ERT, this one has white highlights. Offers superb protection against environmental hazards."
icon_state = "ert_medical"
item_state = "ert_medical"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med
//ERT Janitor
/obj/item/clothing/head/helmet/space/hardsuit/ert/jani
name = "emergency response team janitorial helmet"
desc = "The integrated helmet of an ERT hardsuit, this one has purple highlights."
icon_state = "hardsuit0-ert_janitor"
item_state = "hardsuit0-ert_janitor"
hardsuit_type = "ert_janitor"
/obj/item/clothing/suit/space/hardsuit/ert/jani
name = "emergency response team janitorial hardsuit"
desc = "The standard issue hardsuit of the ERT, this one has purple highlights. Offers superb protection against environmental hazards. This one has extra clips for holding various janitorial tools."
icon_state = "ert_janitor"
item_state = "ert_janitor"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/jani
allowed = list(/obj/item/tank/internals, /obj/item/storage/bag/trash, /obj/item/melee/flyswatter, /obj/item/mop, /obj/item/holosign_creator, /obj/item/reagent_containers/glass/bucket, /obj/item/reagent_containers/spray/chemsprayer/janitor)
//ERT Clown
/obj/item/clothing/head/helmet/space/hardsuit/ert/clown
name = "emergency response team clown helmet"
desc = "The integrated helmet of an ERT hardsuit, this one is colourful!"
icon_state = "hardsuit0-ert_clown"
item_state = "hardsuit0-ert_clown"
hardsuit_type = "ert_clown"
/obj/item/clothing/suit/space/hardsuit/ert/clown
name = "emergency response team clown hardsuit"
desc = "The non-standard issue hardsuit of the ERT, this one is colourful! Offers superb protection against environmental hazards. Does not offer superb protection against a ravaging crew."
icon_state = "ert_clown"
item_state = "ert_clown"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/clown
allowed = list(/obj/item/tank/internals, /obj/item/bikehorn, /obj/item/instrument, /obj/item/reagent_containers/food/snacks/grown/banana, /obj/item/grown/bananapeel)
/obj/item/clothing/suit/space/eva
name = "EVA suit"
icon_state = "space"
item_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
icon_state = "space"
item_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = FLASH_PROTECTION_NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
item_state = "griffinhat"
armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
icon_state = "freedom"
item_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 40, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
slowdown = 0
//Carpsuit, bestsuit, lovesuit
/obj/item/clothing/head/helmet/space/hardsuit/carp
name = "carp helmet"
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
item_state = "syndicate"
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
light_system = NO_LIGHT_SUPPORT
light_range = 0 //luminosity when on
actions_types = list()
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/head/helmet/space/hardsuit/carp/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/suit/space/hardsuit/carp
name = "carp space suit"
desc = "A slimming piece of dubious space carp technology, you suspect it won't stand up to hand-to-hand blows."
icon_state = "carp_suit"
item_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/pneumatic_cannon/speargun) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
/obj/item/clothing/head/helmet/space/hardsuit/carp/equipped(mob/living/carbon/human/user, slot)
..()
if (slot == ITEM_SLOT_HEAD)
user.faction |= "carp"
/obj/item/clothing/head/helmet/space/hardsuit/carp/dropped(mob/living/carbon/human/user)
..()
if (user.head == src)
user.faction -= "carp"
/obj/item/clothing/suit/space/hardsuit/carp/old
name = "battered carp space suit"
desc = "It's covered in bite marks and scratches, yet seems to be still perfectly functional."
slowdown = 1
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
name = "paranormal response team helmet"
desc = "A helmet worn by those who deal with paranormal threats for a living."
icon_state = "hardsuit0-prt"
item_state = "hardsuit0-prt"
hardsuit_type = "prt"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, FALSE, FALSE, TRUE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal
name = "paranormal response team hardsuit"
desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats."
icon_state = "knight_grey"
item_state = "knight_grey"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, TRUE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inq"
item_state = "hardsuit-inq"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's helmet"
icon_state = "hardsuit0-inq"
item_state = "hardsuit0-inq"
hardsuit_type = "inq"
/obj/item/clothing/suit/space/hardsuit/berserker
name = "berserker hardsuit"
desc = "Voices echo from the hardsuit, driving the user insane."
icon_state = "hardsuit-berserker"
item_state = "hardsuit-berserker"
slowdown = 0
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/berserker
armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/organ/regenerative_core/legion, /obj/item/kitchen/knife, /obj/item/kinetic_crusher, /obj/item/resonator, /obj/item/melee/transforming/cleaving_saw)
/obj/item/clothing/suit/space/hardsuit/berserker/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE, TRUE, ITEM_SLOT_OCLOTHING)
/obj/item/clothing/suit/space/hardsuit/berserker/RemoveHelmet()
var/obj/item/clothing/head/helmet/space/hardsuit/berserker/helm = helmet
if(helm?.berserk_active)
return
return ..()
#define MAX_BERSERK_CHARGE 100
#define PROJECTILE_HIT_MULTIPLIER 1.5
#define DAMAGE_TO_CHARGE_SCALE 0.25
#define CHARGE_DRAINED_PER_SECOND 5
#define BERSERK_MELEE_ARMOR_ADDED 50
#define BERSERK_ATTACK_SPEED_MODIFIER 0.25
/obj/item/clothing/head/helmet/space/hardsuit/berserker
name = "berserker helmet"
desc = "Peering into the eyes of the helmet is enough to seal damnation."
icon_state = "hardsuit0-berserker"
item_state = "hardsuit0-berserker"
hardsuit_type = "berserker"
armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 100)
actions_types = list(/datum/action/item_action/berserk_mode)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
/// Current charge of berserk, goes from 0 to 100
var/berserk_charge = 0
/// Status of berserk
var/berserk_active = FALSE
/obj/item/clothing/head/helmet/space/hardsuit/berserker/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, LOCKED_HELMET_TRAIT)
/obj/item/clothing/head/helmet/space/hardsuit/berserker/examine()
. = ..()
. += "<span class='notice'>Berserk mode is [berserk_charge]% charged.</span>"
/obj/item/clothing/head/helmet/space/hardsuit/berserker/process(delta_time)
. = ..()
if(berserk_active)
berserk_charge = clamp(berserk_charge - CHARGE_DRAINED_PER_SECOND * delta_time, 0, MAX_BERSERK_CHARGE)
if(!berserk_charge)
if(ishuman(loc))
end_berserk(loc)
/obj/item/clothing/head/helmet/space/hardsuit/berserker/dropped(mob/user)
. = ..()
end_berserk(user)
/obj/item/clothing/head/helmet/space/hardsuit/berserker/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(berserk_active)
return
var/berserk_value = damage * DAMAGE_TO_CHARGE_SCALE
if(attack_type == PROJECTILE_ATTACK)
berserk_value *= PROJECTILE_HIT_MULTIPLIER
berserk_charge = clamp(round(berserk_charge + berserk_value), 0, MAX_BERSERK_CHARGE)
if(berserk_charge >= MAX_BERSERK_CHARGE)
to_chat(owner, "<span class='notice'>Berserk mode is fully charged.</span>")
/// Starts berserk, giving the wearer 50 melee armor, doubled attacking speed, NOGUNS trait, adding a color and giving them the berserk movespeed modifier
/obj/item/clothing/head/helmet/space/hardsuit/berserker/proc/berserk_mode(mob/living/carbon/human/user)
to_chat(user, "<span class='warning'>You enter berserk mode.</span>")
playsound(user, 'sound/magic/staff_healing.ogg', 50)
user.add_movespeed_modifier(/datum/movespeed_modifier/berserk)
user.physiology.armor.melee += BERSERK_MELEE_ARMOR_ADDED
user.next_move_modifier *= BERSERK_ATTACK_SPEED_MODIFIER
user.add_atom_colour(COLOR_BUBBLEGUM_RED, TEMPORARY_COLOUR_PRIORITY)
ADD_TRAIT(user, TRAIT_NOGUNS, BERSERK_TRAIT)
ADD_TRAIT(src, TRAIT_NODROP, BERSERK_TRAIT)
berserk_active = TRUE
/// Ends berserk, reverting the changes from the proc [berserk_mode]
/obj/item/clothing/head/helmet/space/hardsuit/berserker/proc/end_berserk(mob/living/carbon/human/user)
if(!berserk_active)
return
to_chat(user, "<span class='warning'>You exit berserk mode.</span>")
playsound(user, 'sound/magic/summonitems_generic.ogg', 50)
user.remove_movespeed_modifier(/datum/movespeed_modifier/berserk)
user.physiology.armor.melee -= BERSERK_MELEE_ARMOR_ADDED
user.next_move_modifier /= BERSERK_ATTACK_SPEED_MODIFIER
user.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_BUBBLEGUM_RED)
REMOVE_TRAIT(user, TRAIT_NOGUNS, BERSERK_TRAIT)
REMOVE_TRAIT(src, TRAIT_NODROP, BERSERK_TRAIT)
berserk_active = FALSE
#undef MAX_BERSERK_CHARGE
#undef PROJECTILE_HIT_MULTIPLIER
#undef DAMAGE_TO_CHARGE_SCALE
#undef CHARGE_DRAINED_PER_SECOND
#undef BERSERK_MELEE_ARMOR_ADDED
#undef BERSERK_ATTACK_SPEED_MODIFIER
/obj/item/clothing/head/helmet/space/fragile
name = "emergency space helmet"
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
name = "emergency space suit"
desc = "A bulky, air-tight suit meant to protect the user during emergency situations. It doesn't look very durable."
var/torn = FALSE
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 2
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!torn && prob(50))
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
clothing_flags &= ~STOPSPRESSUREDAMAGE
name = "torn [src]."
desc = "A bulky suit meant to protect the user during emergency situations, at least until someone tore a hole in the suit."
torn = TRUE
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, TRUE)
playsound(loc, 'sound/effects/refill.ogg', 50, TRUE)
/obj/item/clothing/suit/space/hunter
name = "bounty hunting suit"
desc = "A custom version of the MK.II SWAT suit, modified to look rugged and tough. Works as a space suit, if you can find a helmet."
icon_state = "hunter"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF
//We can either be alive monsters or dead monsters, you choose.
/obj/item/clothing/head/helmet/space/hardsuit/combatmedic
name = "endemic combat medic helmet"
desc = "The integrated helmet of the combat medic hardsuit, this has a bright, glowing facemask."
icon_state = "hardsuit0-combatmedic"
item_state = "hardsuit0-combatmedic"
armor = list("melee" = 35, "bullet" = 10, "laser" = 20, "energy" = 30, "bomb" = 5, "bio" = 100, "rad" = 50, "fire" = 65, "acid" = 75)
hardsuit_type = "combatmedic"
/obj/item/clothing/suit/space/hardsuit/combatmedic
name = "endemic combat medic hardsuit"
desc = "The standard issue hardsuit of infectious disease officers, before the formation of ERT teams. This model is labeled 'Veradux'."
icon_state = "combatmedic"
item_state = "combatmedic"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/combatmedic
armor = list("melee" = 35, "bullet" = 10, "laser" = 20, "energy" = 30, "bomb" = 5, "bio" = 100, "rad" = 50, "fire" = 65, "acid" = 75)
allowed = list(/obj/item/gun, /obj/item/melee/baton, /obj/item/circular_saw, /obj/item/tank/internals, /obj/item/storage/box/pillbottles,\
/obj/item/storage/firstaid, /obj/item/stack/medical/gauze, /obj/item/stack/medical/suture, /obj/item/stack/medical/mesh, /obj/item/storage/bag/chemistry)
/obj/item/clothing/head/helmet/space/solgov
name = "\improper SolGov Vacuum Helmet"
icon_state = "vachelmet_solgov"
desc = "This space-proof helmet is meant to be worn with a matching T-MA suit."
item_state = "vachelmet_solgov"
armor = list("bio" = 100, "rad" = 50, "fire" = 60, "acid" = 75)
/obj/item/clothing/suit/space/solgov
name = "\improper SolGov Vacuum Suit"
icon_state = "vacsuit_solgov"
desc = "Originally designed by independent contractors on Luna for the purposes of survival in hazardous environments, the lightweight Tortoise Microlite Armored Suit now sees widespread use by SolGov's exploration teams."
item_state = "vacsuit_solgov"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy, /obj/item/tank/internals)
armor = list("bio" = 100, "rad" = 50, "fire" = 60, "acid" = 75)
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
supports_variations = DIGITIGRADE_VARIATION
/obj/item/clothing/suit/space/inteq
name = "inteq space suit"
desc = "A lightly armored space suit for IRMG personnel for EVA operations, it seems more flexible than most space suits."
item_state = "space-inteq"
icon_state = "space-inteq"
armor = list("melee" = 15, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 15, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
w_class = WEIGHT_CLASS_NORMAL
/obj/item/clothing/head/helmet/space/inteq
name = "inteq space helmet"
desc = "A black space helmet with an opaque yellow visor, there is a small 'IRMG' written on the earpad."
item_state = "space-inteq"
icon_state = "space-inteq"
armor = list("melee" = 15, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 15, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
w_class = WEIGHT_CLASS_NORMAL
/obj/item/clothing/suit/space/scar
name = "Scar Suit"
desc = "A heavily modified eva suit, custom made for the captain of the ember."
icon_state = "hostile_env"
item_state = "hostile_env"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
slowdown = 0.5
armor = list("melee" = 40, "bullet" = 35, "laser" = 30, "energy" = 25, "bomb" = 70, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy, /obj/item/tank/internals)