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hardsuit.dm
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hardsuit.dm
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//Baseline hardsuits
/obj/item/clothing/head/helmet/space/hardsuit
name = "hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
max_integrity = 300
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75)
light_system = MOVABLE_LIGHT
light_range = 4
light_power = 1
light_on = FALSE
var/basestate = "hardsuit"
var/on = FALSE
var/obj/item/clothing/suit/space/hardsuit/suit
//Determines used sprites: hardsuit[on]-[hardsuit_type]
var/hardsuit_type = "engineering"
actions_types = list(/datum/action/item_action/toggle_helmet_light)
var/current_tick_amount = 0
var/radiation_count = 0
var/grace = RAD_GEIGER_GRACE_PERIOD
var/datum/looping_sound/geiger/soundloop
var/mutable_appearance/hat_overlay
var/obj/item/clothing/head/hat
/obj/item/clothing/head/helmet/space/hardsuit/Initialize(mapload)
. = ..()
soundloop = new(list(), FALSE, TRUE)
soundloop.volume = 5
START_PROCESSING(SSobj, src)
/obj/item/clothing/head/helmet/space/hardsuit/Destroy()
. = ..()
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user)
on = !on
icon_state = "[basestate][on]-[hardsuit_type]"
user.update_inv_head() //so our mob-overlays update
set_light_on(on)
for(var/X in actions)
var/datum/action/A = X
A.build_all_button_icons()
/obj/item/clothing/head/helmet/space/hardsuit/worn_overlays(mutable_appearance/standing, isinhands = FALSE, icon_file)
. = ..()
if(!isinhands && hat_overlay)
. += hat_overlay
/obj/item/clothing/head/helmet/space/hardsuit/attackby(obj/item/I, mob/user, params)
. = ..()
if(.)
return
if(istype(I, /obj/item/clothing/head))
equip_hat(I)
/obj/item/clothing/head/helmet/space/hardsuit/proc/equip_hat(obj/item/clothing/head/new_hat)
if(!istype(new_hat))
return
if(!QDELETED(hat))
unequip_hat()
hat = new_hat
hat.pixel_y += 10
hat.layer = FLOAT_LAYER
hat.plane = FLOAT_PLANE
add_overlay(hat)
hat.forceMove(src)
hat_overlay = mutable_appearance(hat.worn_icon, hat.icon_state)
hat_overlay.alpha = hat.alpha
hat_overlay.color = hat.color
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
/obj/item/clothing/head/helmet/space/hardsuit/proc/unequip_hat()
hat_overlay = null
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
if(QDELETED(hat))
hat = null
return
hat.pixel_y -= 10
hat.layer = initial(hat.layer)
SET_PLANE_IMPLICIT(hat, initial(hat.plane))
cut_overlays()
var/drop = drop_location()
if(drop)
hat.forceMove(drop)
hat = null
/obj/item/clothing/head/helmet/space/hardsuit/dropped(mob/user)
..()
if(suit)
suit.RemoveHelmet()
soundloop.stop(user)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
if(slot == ITEM_SLOT_HEAD)
return 1
/obj/item/clothing/head/helmet/space/hardsuit/equipped(mob/user, slot)
..()
if(slot != ITEM_SLOT_HEAD)
if(suit)
suit.RemoveHelmet()
soundloop.stop(user)
else
qdel(src)
else
if(isdummy(user))
return
soundloop.start(user)
/obj/item/clothing/head/helmet/space/hardsuit/proc/display_visor_message(msg)
var/mob/wearer = loc
if(msg && ishuman(wearer))
wearer.show_message("[icon2html(src, wearer)]<b>[span_robot("[msg]")]</b>", MSG_VISUAL)
/obj/item/clothing/head/helmet/space/hardsuit/rad_act(amount, collectable_radiation)
. = ..()
if(amount <= RAD_BACKGROUND_RADIATION)
return
current_tick_amount += amount
/obj/item/clothing/head/helmet/space/hardsuit/process(delta_time)
radiation_count = LPFILTER(radiation_count, current_tick_amount, delta_time, RAD_GEIGER_RC)
if(current_tick_amount)
grace = RAD_GEIGER_GRACE_PERIOD
else
grace -= delta_time
if(grace <= 0)
radiation_count = 0
current_tick_amount = 0
soundloop.last_radiation = radiation_count
/obj/item/clothing/head/helmet/space/hardsuit/emp_act(severity)
. = ..()
display_visor_message("Electromagnetic pulse detected! Severity: [severity]")
/obj/item/clothing/suit/space/hardsuit
name = "hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
max_integrity = 300
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10, ELECTRIC = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
actions_types = list(/datum/action/item_action/toggle_helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
var/obj/item/tank/jetpack/suit/jetpack = null
var/hardsuit_type
/obj/item/clothing/suit/space/hardsuit/Initialize(mapload)
if(jetpack && ispath(jetpack))
jetpack = new jetpack(src)
. = ..()
/obj/item/clothing/suit/space/hardsuit/attack_self(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
..()
/obj/item/clothing/suit/space/hardsuit/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/tank/jetpack/suit))
if(jetpack)
to_chat(user, span_warning("[src] already has a jetpack installed."))
return
if(src == user.get_item_by_slot(ITEM_SLOT_OCLOTHING)) //Make sure the player is not wearing the suit before applying the upgrade.
to_chat(user, span_warning("You cannot install the upgrade to [src] while wearing it."))
return
if(user.transferItemToLoc(I, src))
jetpack = I
to_chat(user, span_notice("You successfully install the jetpack into [src]."))
return
else if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(!jetpack)
to_chat(user, span_warning("[src] has no jetpack installed."))
return
if(src == user.get_item_by_slot(ITEM_SLOT_OCLOTHING))
to_chat(user, span_warning("You cannot remove the jetpack from [src] while wearing it."))
return
jetpack.turn_off(user)
jetpack.forceMove(drop_location())
jetpack = null
to_chat(user, span_notice("You successfully remove the jetpack from [src]."))
return
return ..()
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
..()
if(jetpack && istype(jetpack))
if(slot == ITEM_SLOT_OCLOTHING)
for(var/X in jetpack.actions)
var/datum/action/A = X
A.Grant(user)
/obj/item/clothing/suit/space/hardsuit/dropped(mob/user)
..()
if(jetpack && istype(jetpack))
for(var/X in jetpack.actions)
var/datum/action/A = X
A.Remove(user)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
if(slot == ITEM_SLOT_OCLOTHING) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
return 1
//Engineering
/obj/item/clothing/head/helmet/space/hardsuit/engine
name = "engineering hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
hardsuit_type = "engineering"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, WOUND = 10, ELECTRIC = 100)
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/engine
name = "engineering hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, WOUND = 10, ELECTRIC = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
resistance_flags = FIRE_PROOF
//Atmospherics
/obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
name = "atmospherics hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding."
icon_state = "hardsuit0-atmospherics"
item_state = "atmo_helm"
hardsuit_type = "atmospherics"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10, ELECTRIC = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/atmos
name = "atmospherics hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
icon_state = "hardsuit-atmospherics"
item_state = "atmo_hardsuit"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10, ELECTRIC = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
//Elder_Atmosian's hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/elder_atmosian
name = "Elder Atmosian Firefighter Helmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding. This one is made with the toughest and rarest materials available to man."
icon_state = "hardsuit0-metalh2"
item_state = "hardhat0_atmos"
hardsuit_type = "metalh2"
armor = list(MELEE = 40, BULLET = 35, LASER = 25, ENERGY = 30, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20, ELECTRIC = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_1 = RAD_PROTECT_CONTENTS_1
/obj/item/clothing/suit/space/hardsuit/elder_atmosian
name = "Elder Atmosian Firesuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding. This one is made with the toughest and rarest materials available to man."
icon_state = "metalh2_firesuit"
item_state = "firesuit_atmos"
armor = list(MELEE = 40, BULLET = 35, LASER = 25, ENERGY = 30, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20, ELECTRIC = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/elder_atmosian
jetpack = /obj/item/tank/jetpack/suit
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_1 = RAD_PROTECT_CONTENTS_1
slowdown = 0.6
//Chief Engineer's hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/engine/elite
name = "advanced hardsuit helmet"
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
icon_state = "hardsuit0-white"
item_state = "ce_helm"
hardsuit_type = "white"
armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10, ELECTRIC = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/engine/elite
icon_state = "hardsuit-white"
name = "advanced hardsuit"
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
item_state = "ce_hardsuit"
armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10, ELECTRIC = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
jetpack = /obj/item/tank/jetpack/suit
//Mining hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/mining
name = "mining hardsuit helmet"
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights."
icon_state = "hardsuit0-mining"
item_state = "mining_helm"
hardsuit_type = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15, ELECTRIC = 100)
light_range = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize(mapload)
. = ..()
AddComponent(/datum/component/armor_plate)
/obj/item/clothing/suit/space/hardsuit/mining
icon_state = "hardsuit-mining"
name = "mining hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters."
item_state = "mining_hardsuit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15, ELECTRIC = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/suit/space/hardsuit/mining/Initialize(mapload)
. = ..()
AddComponent(/datum/component/armor_plate)
//Syndicate hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi
name = "blood-red hardsuit helmet"
desc = "A dual-mode advanced helmet designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
hardsuit_type = "syndi"
armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25, ELECTRIC = 100)
on = TRUE
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
visor_flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
visor_flags = STOPSPRESSUREDAMAGE
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/update_icon_state()
. = ..()
icon_state = "hardsuit[on]-[hardsuit_type]"
/obj/item/clothing/head/helmet/space/hardsuit/syndi/Initialize(mapload)
. = ..()
if(istype(loc, /obj/item/clothing/suit/space/hardsuit/syndi))
linkedsuit = loc
/obj/item/clothing/head/helmet/space/hardsuit/syndi/attack_self(mob/user) //Toggle Helmet
if(!isturf(user.loc))
to_chat(user, span_warning("You cannot toggle your helmet while in this [user.loc]!") )
return
on = !on
if(on || force)
to_chat(user, span_notice("You switch your hardsuit to EVA mode, sacrificing speed for space protection."))
name = initial(name)
desc = initial(desc)
set_light_on(TRUE)
clothing_flags |= visor_flags
flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
flags_inv |= visor_flags_inv
cold_protection |= HEAD
else
to_chat(user, span_notice("You switch your hardsuit to combat mode and can now run at full speed."))
name += " (combat)"
desc = alt_desc
set_light_on(FALSE)
clothing_flags &= ~visor_flags
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv &= ~visor_flags_inv
cold_protection &= ~HEAD
update_appearance(UPDATE_ICON)
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
toggle_hardsuit_mode(user)
user.update_inv_head()
if(iscarbon(user))
var/mob/living/carbon/C = user
C.head_update(src, forced = 1)
for(var/X in actions)
var/datum/action/A = X
A.build_all_button_icons()
/obj/item/clothing/head/helmet/space/hardsuit/syndi/proc/toggle_hardsuit_mode(mob/user) //Helmet Toggles Suit Mode
if(linkedsuit)
if(on)
linkedsuit.name = initial(linkedsuit.name)
linkedsuit.desc = initial(linkedsuit.desc)
linkedsuit.slowdown = 1
linkedsuit.clothing_flags |= STOPSPRESSUREDAMAGE
linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS
else
linkedsuit.name += " (combat)"
linkedsuit.desc = linkedsuit.alt_desc
linkedsuit.slowdown = 0
linkedsuit.clothing_flags &= ~STOPSPRESSUREDAMAGE
linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
linkedsuit.icon_state = "hardsuit[on]-[hardsuit_type]"
linkedsuit.update_appearance(UPDATE_ICON)
user.update_inv_wear_suit()
user.update_inv_w_uniform()
/obj/item/clothing/suit/space/hardsuit/syndi
name = "blood-red hardsuit"
desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
hardsuit_type = "syndi"
w_class = WEIGHT_CLASS_NORMAL
armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25, ELECTRIC = 100)
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/fireaxe/energy)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
jetpack = /obj/item/tank/jetpack/suit
//Elite Syndie suit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit helmet"
desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in EVA mode. Property of Gorlex Marauders."
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndielite"
hardsuit_type = "syndielite"
armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 35, BOMB = 90, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25, ELECTRIC = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit"
desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in travel mode."
alt_desc = "An elite version of the syndicate hardsuit, with improved armour and fireproofing. It is in combat mode."
icon_state = "hardsuit1-syndielite"
hardsuit_type = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 90, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25, ELECTRIC = 100)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
//The Owl Hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
name = "owl hardsuit helmet"
desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in travel mode."
alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_helmet"
hardsuit_type = "owl"
visor_flags_inv = 0
visor_flags = 0
on = FALSE
/obj/item/clothing/suit/space/hardsuit/syndi/owl
name = "owl hardsuit"
desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in travel mode."
alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode."
icon_state = "hardsuit1-owl"
item_state = "s_suit"
hardsuit_type = "owl"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl
//Carp hardsuit
/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, ELECTRIC = 100) //As whimpy as a space carp
light_system = NO_LIGHT_SUPPORT
light_range = 0 //luminosity when on
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/carp/Initialize(mapload)
. = ..()
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, ELECTRIC = 100) //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"
// space dragon hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/carp/dragon
name = "dragon helmet"
desc = "A scaley heat resistant helm sporting a fearsome carp dragon look and smell."
icon_state = "carpdragon_helm"
item_state = "carpdragon_helm"
armor = list(MELEE = 50, BULLET = 30, LASER = 50, ENERGY = 30, BOMB = 50, BIO = 100, RAD = 90, FIRE = 100, ACID = 100, ELECTRIC = 100) //not so whimpy now
resistance_flags = FIRE_PROOF | ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
/obj/item/clothing/suit/space/hardsuit/carp/dragon
name = "dragon space suit"
desc = "A tough, space and heat resistant suit patched together with space dragon scales."
icon_state = "carpdragon"
item_state = "carpdragon"
armor = list(MELEE = 50, BULLET = 30, LASER = 50, ENERGY = 30, BOMB = 50, BIO = 100, RAD = 90, FIRE = 100, ACID = 100, ELECTRIC = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp/dragon
resistance_flags = FIRE_PROOF | ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
//Wizard hardsuit
/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"
hardsuit_type = "wiz"
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 25, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30, ELECTRIC = 100)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_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 = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 25, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30, ELECTRIC = 100)
allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/wizard
slowdown = 0
clothing_traits = list(TRAIT_ANTIMAGIC_NO_SELFBLOCK)
/obj/item/clothing/suit/space/hardsuit/wizard/Initialize(mapload)
. = ..()
AddComponent(/datum/component/anti_magic, antimagic_flags = MAGIC_RESISTANCE, inventory_flags = ITEM_SLOT_OCLOTHING)
//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."
icon_state = "hardsuit0-medical"
item_state = "medical_helm"
hardsuit_type = "medical"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10, ELECTRIC = 100)
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SCAN_REAGENTS | HEADINTERNALS
/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/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical)
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10, ELECTRIC = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
slowdown = 0.5
//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"
hardsuit_type = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
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, WOUND = 15, ELECTRIC = 100)
var/explosion_detection_dist = 21
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SCAN_REAGENTS | HEADINTERNALS
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/Initialize(mapload)
. = ..()
RegisterSignal(SSdcs, COMSIG_GLOB_EXPLOSION, PROC_REF(sense_explosion))
/obj/item/clothing/head/helmet/space/hardsuit/rd/equipped(mob/living/carbon/human/user, slot)
..()
if (slot == ITEM_SLOT_HEAD)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.show_to(user)
/obj/item/clothing/head/helmet/space/hardsuit/rd/dropped(mob/living/carbon/human/user)
..()
if (user.head == src)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.hide_from(user)
/obj/item/clothing/head/helmet/space/hardsuit/rd/proc/sense_explosion(datum/source, turf/epicenter, devastation_range, heavy_impact_range,
light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
var/turf/T = get_turf(src)
if(T?.z != epicenter.z)
return
if(get_dist(epicenter, T) > explosion_detection_dist)
return
display_visor_message("Explosion detected! Epicenter: [devastation_range], Outer: [heavy_impact_range], Shock: [light_impact_range]")
/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/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15, ELECTRIC = 100)
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"
hardsuit_type = "sec"
armor = list(MELEE = 35, BULLET = 25, LASER = 30,ENERGY = 10, BOMB = 40, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20, ELECTRIC = 100)
/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"
armor = list(MELEE = 35, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 40, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20, ELECTRIC = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
/obj/item/clothing/suit/space/hardsuit/security/Initialize(mapload)
. = ..()
allowed = GLOB.security_hardsuit_allowed
//Head of Security hardsuit
/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"
hardsuit_type = "hos"
armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 50, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25, ELECTRIC = 100)
/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 = 30, LASER = 30, ENERGY = 10, BOMB = 50, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25, ELECTRIC = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
jetpack = /obj/item/tank/jetpack/suit
//SWAT MKII
/obj/item/clothing/head/helmet/space/hardsuit/swat
name = "\improper MK.II SWAT Helmet"
icon_state = "swat2helm"
item_state = "swat2helm"
desc = "A tactical SWAT helmet MK.II."
armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15, ELECTRIC = 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_MAX_TEMP_PROTECT
actions_types = list()
/obj/item/clothing/head/helmet/space/hardsuit/swat/attack_self()
/obj/item/clothing/suit/space/hardsuit/swat
name = "\improper MK.II 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."
icon_state = "swat2"
item_state = "swat2"
armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15, ELECTRIC = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/swat
/obj/item/clothing/suit/space/hardsuit/swat/Initialize(mapload)
. = ..()
allowed = GLOB.security_hardsuit_allowed
//Captain
/obj/item/clothing/head/helmet/space/hardsuit/swat/captain
name = "captain's hardsuit helmet"
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A tactical MK.II SWAT helmet boasting better protection and a horrible fashion sense."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR //Full helmet
/obj/item/clothing/suit/space/hardsuit/swat/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"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/swat/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"
hardsuit_type = "clown"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30, ELECTRIC = 100)
/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, ELECTRIC = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown
/obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
if(!..() || !ishuman(M))
return FALSE
var/mob/living/carbon/human/H = M
if(H.mind.assigned_role == "Clown")
return TRUE
else
return FALSE
//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 = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, ELECTRIC = 100)
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(mapload)
. = ..()
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 = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, ELECTRIC = 100)
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/storage/bag/trash, /obj/item/melee/flyswatter, /obj/item/mop, /obj/item/holosign_creator/janibarrier, /obj/item/reagent_containers/glass/bucket, /obj/item/reagent_containers/spray/chemsprayer/janitor)
//Paranormal ERT
/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 = "knight_grey"
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(mapload)
. = ..()
AddComponent(/datum/component/anti_magic, antimagic_flags = MAGIC_RESISTANCE_MIND, inventory_flags = 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(mapload)
. = ..()
AddComponent(/datum/component/anti_magic, antimagic_flags = ALL, inventory_flags = 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"
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker
name = "champion's hardsuit"
desc = "Voices echo from the hardsuit, driving the user insane."
icon_state = "hardsuit-beserker"
item_state = "hardsuit-beserker"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker
name = "champion's helmet"
desc = "Peering into the eyes of the helmet is enough to seal damnation."
icon_state = "hardsuit0-beserker"
item_state = "hardsuit0-beserker"
//Old Prototype
/obj/item/clothing/head/helmet/space/hardsuit/ancient
name = "prototype RIG hardsuit helmet"
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
hardsuit_type = "ancient"
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, ELECTRIC = 100)
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ancient
name = "prototype RIG hardsuit"
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
item_state = "anc_hardsuit"
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, ELECTRIC = 100)
slowdown = 3
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
var/footstep = 1
var/mob/listeningTo
/obj/item/clothing/suit/space/hardsuit/ancient/proc/on_mob_move()
var/mob/living/carbon/human/H = loc
if(!istype(H) || H.wear_suit != src)
return
if(footstep > 1)
playsound(src, 'sound/effects/servostep.ogg', 100, 1)
footstep = 0
else
footstep++
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
. = ..()
if(slot != ITEM_SLOT_OCLOTHING)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
return
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(on_mob_move))
listeningTo = user
/obj/item/clothing/suit/space/hardsuit/ancient/dropped()
. = ..()
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
/obj/item/clothing/suit/space/hardsuit/ancient/Destroy()
listeningTo = null
return ..()
/////////////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 = null
armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, ELECTRIC = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/num_charges = 3 //How many charges total the shielding has
var/recharge_delay = 20 SECONDS //How long after we've been shot before we can start recharging. 20 seconds here
var/shield_state = "shield-old"
/obj/item/clothing/suit/space/hardsuit/shielded/Initialize(mapload)
. = ..()
if(!allowed)
allowed = GLOB.advanced_hardsuit_allowed
AddComponent(/datum/component/shielded, 'icons/effects/effects.dmi', shield_state, num_charges, recharge_delay, ITEM_SLOT_OCLOTHING, TRUE)
/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 team armor"
desc = "Standard issue hardsuit for playing capture the flag."
icon_state = "ctf-white"
item_state = null
hardsuit_type = "ctf-white"
// Adding TRAIT_NODROP is done when the CTF spawner equips people
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, ELECTRIC = 100)
slowdown = 0
num_charges = 5
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/red
name = "red team armor"
icon_state = "ctf-red"
item_state = null
hardsuit_type = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
shield_state = "shield-red"
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
name = "blue team armor"