From 747b74de4d343d0465f2e01c3404771f2b8988e2 Mon Sep 17 00:00:00 2001 From: Julian56 <117036822+Huffie56@users.noreply.github.com> Date: Sat, 24 Feb 2024 21:20:07 +0100 Subject: [PATCH] Refactor marine_armor.dm and split it into multiples files. (#5740) # About the pull request 1-Refactor the marine_armor.dm file by splitting them into multiples files. 2-in marine_armor.dm i also remove a serie of duplicate declaration of the same items. # Explain why it's good for the game # Testing Photographs and Procedure
Screenshots & Videos Put screenshots and videos here with an empty line between the screenshots and the `
` tags.
# Changelog :cl: refactor: refactor marine_armor.dm and split it into multiples files. /:cl: --------- Co-authored-by: Julien Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com> --- code/modules/clothing/suits/marine_armor.dm | 2008 ----------------- .../suits/marine_armor/_marine_armor.dm | 669 ++++++ .../clothing/suits/marine_armor/ert.dm | 822 +++++++ .../clothing/suits/marine_armor/ghillie.dm | 162 ++ .../clothing/suits/marine_armor/intel.dm | 118 + .../suits/marine_armor/smartgunner.dm | 60 + .../clothing/suits/marine_armor/spec_fire.dm | 150 ++ colonialmarines.dme | 7 +- 8 files changed, 1987 insertions(+), 2009 deletions(-) delete mode 100644 code/modules/clothing/suits/marine_armor.dm create mode 100644 code/modules/clothing/suits/marine_armor/_marine_armor.dm create mode 100644 code/modules/clothing/suits/marine_armor/ert.dm create mode 100644 code/modules/clothing/suits/marine_armor/ghillie.dm create mode 100644 code/modules/clothing/suits/marine_armor/intel.dm create mode 100644 code/modules/clothing/suits/marine_armor/smartgunner.dm create mode 100644 code/modules/clothing/suits/marine_armor/spec_fire.dm diff --git a/code/modules/clothing/suits/marine_armor.dm b/code/modules/clothing/suits/marine_armor.dm deleted file mode 100644 index bc29b0a33570..000000000000 --- a/code/modules/clothing/suits/marine_armor.dm +++ /dev/null @@ -1,2008 +0,0 @@ -#define DEBUG_ARMOR_PROTECTION 0 - -#if DEBUG_ARMOR_PROTECTION -/mob/living/carbon/human/verb/check_overall_protection() - set name = "Get Armor Value" - set category = "Debug" - set desc = "Shows the armor value of the bullet category." - - var/armor = 0 - var/counter = 0 - for(var/X in H.limbs) - var/obj/limb/E = X - armor = getarmor_organ(E, ARMOR_BULLET) - to_chat(src, SPAN_DEBUG("[E.name] is protected with [armor] armor against bullets.")) - counter += armor - to_chat(src, SPAN_DEBUG("The overall armor score is: [counter].")) -#endif - -//=======================================================================\\ -//=======================================================================\\ - -#define ALPHA 1 -#define BRAVO 2 -#define CHARLIE 3 -#define DELTA 4 -#define ECHO 5 -#define CRYO 6 -#define SOF 7 -#define NOSQUAD 8 - -// MARINE STORAGE ARMOR - -/obj/item/clothing/suit/storage/marine - name = "\improper M3 pattern marine armor" - desc = "A standard Colonial Marines M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." - icon = 'icons/obj/items/clothing/cm_suits.dmi' - icon_state = "1" - item_state = "marine_armor" //Make unique states for Officer & Intel armors. - item_icons = list( - WEAR_JACKET = 'icons/mob/humans/onmob/suit_1.dmi' - ) - flags_atom = FPRINT|CONDUCT - flags_inventory = BLOCKSHARPOBJ - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - min_cold_protection_temperature = HELMET_MIN_COLD_PROT - max_heat_protection_temperature = HELMET_MAX_HEAT_PROT - blood_overlay_type = "armor" - armor_melee = CLOTHING_ARMOR_MEDIUM - armor_bullet = CLOTHING_ARMOR_MEDIUM - armor_laser = CLOTHING_ARMOR_MEDIUMLOW - armor_energy = CLOTHING_ARMOR_NONE - armor_bomb = CLOTHING_ARMOR_MEDIUMLOW - armor_bio = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_MEDIUM - movement_compensation = SLOWDOWN_ARMOR_LIGHT - storage_slots = 3 - siemens_coefficient = 0.7 - slowdown = SLOWDOWN_ARMOR_MEDIUM - allowed = list( - /obj/item/weapon/gun, - /obj/item/prop/prop_gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/storage/bible, - /obj/item/attachable/bayonet, - /obj/item/storage/backpack/general_belt, - /obj/item/storage/large_holster/machete, - /obj/item/storage/belt/gun/type47, - /obj/item/storage/belt/gun/m4a3, - /obj/item/storage/belt/gun/m44, - /obj/item/storage/belt/gun/smartpistol, - /obj/item/storage/belt/gun/flaregun, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - /obj/item/storage/belt/gun/m39, - /obj/item/storage/belt/gun/xm51, - ) - valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_PONCHO) - - light_power = 3 - light_range = 4 - light_system = MOVABLE_LIGHT - - var/flashlight_cooldown = 0 //Cooldown for toggling the light - var/locate_cooldown = 0 //Cooldown for SL locator - var/armor_overlays[] - actions_types = list(/datum/action/item_action/toggle) - var/flags_marine_armor = ARMOR_SQUAD_OVERLAY|ARMOR_LAMP_OVERLAY - var/specialty = "M3 pattern marine" //Same thing here. Give them a specialty so that they show up correctly in vendors. speciality does NOTHING if you have NO_NAME_OVERRIDE - w_class = SIZE_HUGE - uniform_restricted = list(/obj/item/clothing/under/marine) - sprite_sheets = list(SPECIES_MONKEY = 'icons/mob/humans/species/monkeys/onmob/suit_monkey_1.dmi') - time_to_unequip = 20 - time_to_equip = 20 - pickup_sound = "armorequip" - drop_sound = "armorequip" - equip_sounds = list('sound/handling/putting_on_armor1.ogg') - var/armor_variation = 0 - /// The dmi where the grayscale squad overlays are contained - var/squad_overlay_icon = 'icons/mob/humans/onmob/suit_1.dmi' - - var/atom/movable/marine_light/light_holder - -/obj/item/clothing/suit/storage/marine/Initialize(mapload) - . = ..() - if(!(flags_atom & NO_NAME_OVERRIDE)) - name = "[specialty]" - if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD]) - name += " snow armor" //Leave marine out so that armors don't have to have "Marine" appended (see: generals). - else - name += " armor" - - if(!(flags_atom & NO_SNOW_TYPE)) - select_gamemode_skin(type) - armor_overlays = list("lamp") //Just one for now, can add more later. - if(armor_variation && mapload) - set_armor_style("Random") - update_icon() - pockets.max_w_class = SIZE_SMALL //Can contain small items AND rifle magazines. - pockets.bypass_w_limit = list( - /obj/item/ammo_magazine/rifle, - /obj/item/ammo_magazine/smg, - /obj/item/ammo_magazine/sniper, - ) - pockets.max_storage_space = 8 - - light_holder = new(src) - -/obj/item/clothing/suit/storage/marine/Destroy() - QDEL_NULL(light_holder) - return ..() - -/obj/item/clothing/suit/storage/marine/update_icon(mob/user) - var/image/I - armor_overlays["lamp"] = null - if(flags_marine_armor & ARMOR_LAMP_OVERLAY) - if(flags_marine_armor & ARMOR_LAMP_ON) - I = image('icons/obj/items/clothing/cm_suits.dmi', src, "lamp-on") - else - I = image('icons/obj/items/clothing/cm_suits.dmi', src, "lamp-off") - armor_overlays["lamp"] = I - overlays += I - else armor_overlays["lamp"] = null - if(user) user.update_inv_wear_suit() - - -/obj/item/clothing/suit/storage/marine/post_vendor_spawn_hook(mob/living/carbon/human/user) //used for randomizing/selecting a variant for armors. - if(!armor_variation) - return - - if(user?.client?.prefs) - // Set the armor style to the user's preference. - set_armor_style(user.client.prefs.preferred_armor) - else - // Or if that isn't possible, just pick a random one. - set_armor_style("Random") - update_icon(user) - -/obj/item/clothing/suit/storage/marine/attack_self(mob/user) - ..() - - if(!isturf(user.loc)) - to_chat(user, SPAN_WARNING("You cannot turn the light [light_on ? "off" : "on"] while in [user.loc].")) //To prevent some lighting anomalies. - return - - if(flashlight_cooldown > world.time) - return - if(!ishuman(user)) - return - - var/mob/living/carbon/human/H = user - if(H.wear_suit != src) - return - - turn_light(user, !light_on) - -/obj/item/clothing/suit/storage/marine/item_action_slot_check(mob/user, slot) - if(!ishuman(user)) - return FALSE - if(slot != WEAR_JACKET) - return FALSE - return TRUE //only give action button when armor is worn. - -/obj/item/clothing/suit/storage/marine/turn_light(mob/user, toggle_on) - . = ..() - if(. != CHECKS_PASSED) - return - set_light_range(initial(light_range)) - set_light_power(Floor(initial(light_power) * 0.5)) - set_light_on(toggle_on) - flags_marine_armor ^= ARMOR_LAMP_ON - - light_holder.set_light_flags(LIGHT_ATTACHED) - light_holder.set_light_range(initial(light_range)) - light_holder.set_light_power(initial(light_power)) - light_holder.set_light_on(toggle_on) - - if(!toggle_on) - playsound(src, 'sound/handling/click_2.ogg', 50, 1) - - playsound(src, 'sound/handling/suitlight_on.ogg', 50, 1) - update_icon(user) - - for(var/X in actions) - var/datum/action/A = X - A.update_button_icon() - -/obj/item/clothing/suit/storage/marine/mob_can_equip(mob/living/carbon/human/M, slot, disable_warning = 0) - . = ..() - if (.) - if(issynth(M) && M.allow_gun_usage == FALSE && !(flags_marine_armor & SYNTH_ALLOWED)) - M.visible_message(SPAN_DANGER("Your programming prevents you from wearing this!")) - return 0 - -/** - * Updates the armor's `icon_state` to the style represented by `new_style`. - * - * Arguments: - * * new_style - The new armor style. May only be one of `GLOB.armor_style_list`'s keys, or `"Random"`. - */ -/obj/item/clothing/suit/storage/marine/proc/set_armor_style(new_style) - // Regex to match one or more digits. - var/static/regex/digits = new("\\d+") - // Integer for the new armor style's `icon_state`. - var/new_look - - if(new_style == "Random") - // The style icon states are all numbers between 1 and `armor_variation`, so this picks a random one. - new_look = rand(1, armor_variation) - else - new_look = GLOB.armor_style_list[new_style] - - // Replace the digits in the current icon state with `new_look`. (E.g. "L6" -> "L2") - icon_state = digits.Replace(icon_state, new_look) - -/obj/item/clothing/suit/storage/marine/medium/padded - name = "M3 pattern padded marine armor" - icon_state = "1" - specialty = "M3 pattern padded marine" - -/obj/item/clothing/suit/storage/marine/medium/padless - name = "M3 pattern padless marine armor" - icon_state = "2" - specialty = "M3 pattern padless marine" - -/obj/item/clothing/suit/storage/marine/medium/padless_lines - name = "M3 pattern ridged marine armor" - icon_state = "3" - specialty = "M3 pattern ridged marine" - -/obj/item/clothing/suit/storage/marine/medium/carrier - name = "M3 pattern carrier marine armor" - icon_state = "4" - specialty = "M3 pattern carrier marine" - -/obj/item/clothing/suit/storage/marine/medium/skull - name = "M3 pattern skull marine armor" - icon_state = "5" - specialty = "M3 pattern skull marine" - -/obj/item/clothing/suit/storage/marine/medium/smooth - name = "M3 pattern smooth marine armor" - icon_state = "6" - specialty = "M3 pattern smooth marine" - -/obj/item/clothing/suit/storage/marine/medium/rto - icon_state = "io" - armor_variation = 0 - name = "\improper M4 pattern marine armor" - desc = "A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches." - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH - armor_rad = CLOTHING_ARMOR_MEDIUM - storage_slots = 4 - light_range = 5 //slightly higher - specialty = "M4 pattern marine" - -/obj/item/clothing/suit/storage/marine/medium/rto/intel - name = "\improper XM4 pattern intelligence officer armor" - uniform_restricted = list(/obj/item/clothing/under/marine/officer/intel) - specialty = "XM4 pattern intel" - desc = "Tougher than steel, quieter than whispers, the XM4 Intel Armor provides capable protection combined with an experimental integrated motion tracker. It took an R&D team a weekend to develop and costs more than the Chinook Station... probably. When worn, uniform accessories such as webbing cannot be attached due to the motion sensors occupying the clips." - desc_lore = "ARMAT Perfection. The XM4 Soldier Awareness System mixes M4-style hard armor and a distributed series of motion sensors clipped onto the breastplate. When connected to any HUD optic, it replicates the effects of an M314 Motion Detector unit, increasing user situational awareness. It is currently undergoing field trials by intelligence operatives." - storage_slots = 5 - /// XM4 Integral Motion Detector Ability - actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/intel/toggle_motion_detector) - var/motion_detector = FALSE - var/obj/item/device/motiondetector/xm4/proximity - var/long_range_cooldown = 2 - var/recycletime = 120 - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/Initialize(mapload, ...) - . = ..() - proximity = new(src) - update_icon() - -/datum/action/item_action/intel/action_activate() - if(!ishuman(owner)) - return - -/datum/action/item_action/intel/update_button_icon() - return - -/datum/action/item_action/intel/toggle_motion_detector/New(Target, obj/item/holder) - . = ..() - name = "Toggle Motion Detector" - action_icon_state = "motion_detector" - button.name = name - button.overlays.Cut() - button.overlays += image('icons/mob/hud/actions.dmi', button, action_icon_state) - -/datum/action/item_action/intel/toggle_motion_detector/action_activate() - . = ..() - var/obj/item/clothing/suit/storage/marine/medium/rto/intel/recon = holder_item - recon.toggle_motion_detector(owner) - -/datum/action/item_action/intel/toggle_motion_detector/proc/update_icon() - if(!holder_item) - return - var/obj/item/clothing/suit/storage/marine/medium/rto/intel/recon = holder_item - if(recon.motion_detector) - button.icon_state = "template_on" - else - button.icon_state = "template" - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/process() - if(!motion_detector) - STOP_PROCESSING(SSobj, src) - if(motion_detector) - recycletime-- - if(!recycletime) - recycletime = initial(recycletime) - proximity.refresh_blip_pool() - long_range_cooldown-- - if(long_range_cooldown) - return - long_range_cooldown = initial(long_range_cooldown) - proximity.scan() - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/proc/toggle_motion_detector(mob/user) - to_chat(user,SPAN_NOTICE("You [motion_detector? "disable" : "enable"] \the [src]'s motion detector.")) - if(!motion_detector) - playsound(loc,'sound/items/detector_turn_on.ogg', 25, 1) - else - playsound(loc,'sound/items/detector_turn_off.ogg', 25, 1) - motion_detector = !motion_detector - var/datum/action/item_action/intel/toggle_motion_detector/TMD = locate(/datum/action/item_action/intel/toggle_motion_detector) in actions - TMD.update_icon() - motion_detector() - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/proc/motion_detector() - if(motion_detector) - START_PROCESSING(SSobj, src) - else - STOP_PROCESSING(SSobj, src) - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/mob_can_equip(mob/living/carbon/human/user, slot, disable_warning) //Thanks to Drathek for the help on this part! - if(!..()) - return FALSE - - // Only equip if uniform doesn't already have a utility accessory slot equipped - var/obj/item/clothing/under/uniform = user.w_uniform - var/accessory = locate(/obj/item/clothing/accessory/storage) in uniform.accessories - if(accessory) - to_chat(user, SPAN_WARNING("[src] can't be worn with [accessory].")) - return FALSE - // Only equip if user has expert intel skill level - if(!skillcheck(user, SKILL_INTEL, SKILL_INTEL_EXPERT)) - to_chat(user, SPAN_WARNING("You don't seem to know how to use [src]...")) - return FALSE - return TRUE - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/equipped(mob/user, slot, silent) //When XM4 is equipped this removes ACCESSORY_SLOT_UTILITY as a valid accessory for the uniform - . = ..() - if(slot == WEAR_JACKET) - var/mob/living/carbon/human/human = user - var/obj/item/clothing/under/uniform = human.w_uniform - if(uniform?.valid_accessory_slots) - uniform?.valid_accessory_slots -= ACCESSORY_SLOT_UTILITY - -/obj/item/clothing/suit/storage/marine/medium/rto/intel/unequipped(mob/user, slot) //When unequipped this adds the ACCESSORY_SLOT_UTILITY back as a valid accessory - . = ..() - if(slot == WEAR_JACKET) - var/mob/living/carbon/human/human = user - var/obj/item/clothing/under/uniform = human.w_uniform - if(uniform) - // Figure out if the uniform originally allowed ACCESSORY_SLOT_UTILITY - var/obj/item/clothing/under/temp_uniform = new uniform.type - if(temp_uniform.valid_accessory_slots) - for(var/allowed in temp_uniform.valid_accessory_slots) - if(allowed == ACCESSORY_SLOT_UTILITY) - // It was allowed previously, now add it back - uniform.valid_accessory_slots += ACCESSORY_SLOT_UTILITY - break - qdel(temp_uniform) - -/obj/item/clothing/suit/storage/marine/MP - name = "\improper M2 pattern MP armor" - desc = "A standard Colonial Marines M2 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." - icon_state = "mp_armor" - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_LOW - armor_laser = CLOTHING_ARMOR_LOW - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_MEDIUMLOW - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LIGHT - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine/, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/explosive/grenade, - /obj/item/device/binoculars, - /obj/item/attachable/bayonet, - /obj/item/storage/backpack/general_belt, - /obj/item/device/hailer, - /obj/item/storage/belt/gun, - /obj/item/weapon/sword/ceremonial, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - uniform_restricted = list(/obj/item/clothing/under/marine/mp) - specialty = "M2 pattern MP" - item_state_slots = list(WEAR_JACKET = "mp_armor") - black_market_value = 20 - -/obj/item/clothing/suit/storage/marine/MP/warden - icon_state = "warden" - name = "\improper M3 pattern warden MP armor" - desc = "A well-crafted suit of M3 Pattern Armor typically distributed to Wardens. Useful for letting your men know who is in charge." - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUMLOW - uniform_restricted = list(/obj/item/clothing/under/marine/warden) - specialty = "M3 pattern warden MP" - item_state_slots = list(WEAR_JACKET = "warden") - -/obj/item/clothing/suit/storage/marine/MP/WO - icon_state = "warrant_officer" - name = "\improper M3 pattern chief MP armor" - desc = "A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge." - uniform_restricted = list(/obj/item/clothing/under/marine/officer/warrant) - specialty = "M3 pattern chief MP" - item_state_slots = list(WEAR_JACKET = "warrant_officer") - black_market_value = 30 - -/obj/item/clothing/suit/storage/marine/MP/general - name = "\improper M3 pattern general officer armor" - desc = "A well-crafted suit of M3 Pattern Armor with a gold shine. It looks very expensive, but shockingly fairly easy to carry and wear." - icon_state = "general" - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_bio = CLOTHING_ARMOR_MEDIUM - uniform_restricted = list(/obj/item/clothing/under/marine/officer/general) - specialty = "M3 pattern general" - item_state_slots = list(WEAR_JACKET = "general") - w_class = SIZE_MEDIUM - -/obj/item/clothing/suit/storage/marine/MP/SO - name = "\improper M3 pattern officer armor" - desc = "A well-crafted suit of M3 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field." - icon_state = "officer" - storage_slots = 3 - flags_atom = null - uniform_restricted = list(/obj/item/clothing/under/marine/officer, /obj/item/clothing/under/rank/qm_suit, /obj/item/clothing/under/rank/chief_medical_officer, /obj/item/clothing/under/marine/dress) - specialty = "M3 pattern officer" - item_state_slots = list(WEAR_JACKET = "officer") - -//Making a new object because we might want to edit armor values and such. -//Or give it its own sprite. It's more for the future. -/obj/item/clothing/suit/storage/marine/MP/CO - name = "\improper M3 pattern commanding officer armor" - desc = "A robust, well-polished suit of armor for the Commanding Officer. Custom-made to fit its owner with special straps to operate a smartgun. Show those Marines who's really in charge." - icon_state = "co_officer" - item_state = "co_officer" - armor_bullet = CLOTHING_ARMOR_HIGH - storage_slots = 3 - flags_atom = NO_SNOW_TYPE - flags_inventory = BLOCKSHARPOBJ|SMARTGUN_HARNESS - uniform_restricted = list(/obj/item/clothing/under/marine, /obj/item/clothing/under/rank/qm_suit) - specialty = "M3 pattern captain" - item_state_slots = list(WEAR_JACKET = "co_officer") - valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_RANK, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_PONCHO) - black_market_value = 35 - - -/obj/item/clothing/suit/storage/marine/MP/CO/jacket - name = "\improper M3 pattern commanding officer armored coat" - desc = "A robust, well-polished suit of armor for the Commanding Officer. Custom-made to fit its owner with special straps to operate a smartgun. Show those Marines who's really in charge. This one has a coat over it for added warmth." - icon_state = "bridge_coat_armored" - item_state = "bridge_coat_armored" - item_state_slots = list(WEAR_JACKET = "bridge_coat_armored") - valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_RANK) - - -/obj/item/clothing/suit/storage/marine/smartgunner - name = "\improper M56 combat harness" - desc = "A heavy protective vest designed to be worn with the M56 Smartgun System. \nIt has specially designed straps and reinforcement to carry the Smartgun and accessories." - icon_state = "8" - item_state = "armor" - armor_laser = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LIGHT - flags_inventory = BLOCKSHARPOBJ|SMARTGUN_HARNESS - allowed = list( - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine, - /obj/item/explosive/mine, - /obj/item/attachable/bayonet, - /obj/item/weapon/gun/smartgun, - /obj/item/storage/backpack/general_belt, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - -/obj/item/clothing/suit/storage/marine/smartgunner/Initialize() - . = ..() - if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD] && name == "M56 combat harness") - name = "M56 snow combat harness" - else - name = "M56 combat harness" - //select_gamemode_skin(type) - -/obj/item/clothing/suit/storage/marine/smartgunner/mob_can_equip(mob/equipping_mob, slot, disable_warning = FALSE) - . = ..() - - if(equipping_mob.back) - to_chat(equipping_mob, SPAN_WARNING("You can't equip [src] while wearing a backpack.")) - return FALSE - -/obj/item/clothing/suit/storage/marine/smartgunner/equipped(mob/user, slot, silent) - . = ..() - - if(slot == WEAR_JACKET) - RegisterSignal(user, COMSIG_HUMAN_ATTEMPTING_EQUIP, PROC_REF(check_equipping)) - -/obj/item/clothing/suit/storage/marine/smartgunner/proc/check_equipping(mob/living/carbon/human/equipping_human, obj/item/equipping_item, slot) - SIGNAL_HANDLER - - if(slot != WEAR_BACK) - return - - . = COMPONENT_HUMAN_CANCEL_ATTEMPT_EQUIP - - if(equipping_item.flags_equip_slot == SLOT_BACK) - to_chat(equipping_human, SPAN_WARNING("You can't equip [equipping_item] on your back while wearing [src].")) - return - -/obj/item/clothing/suit/storage/marine/smartgunner/unequipped(mob/user, slot) - . = ..() - - UnregisterSignal(user, COMSIG_HUMAN_ATTEMPTING_EQUIP) - -/obj/item/clothing/suit/storage/marine/medium/leader - name = "\improper B12 pattern marine armor" - desc = "A lightweight suit of carbon fiber body armor built for quick movement. Designed in a lovely forest green. Use it to toggle the built-in flashlight." - icon_state = "7" - armor_variation = 0 - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - specialty = "B12 pattern marine" - light_range = 5 - -/obj/item/clothing/suit/storage/marine/tanker - name = "\improper M3 pattern tanker armor" - desc = "A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed." - icon_state = "tanker" - uniform_restricted = list(/obj/item/clothing/under/marine/officer/tanker) - specialty = "M3 pattern tanker" - storage_slots = 2 - -//===========================//PFC ARMOR CLASSES\\================================\\ -//=================================================================================\\ - -/obj/item/clothing/suit/storage/marine/medium - armor_variation = 6 - light_power = 4 - -/obj/item/clothing/suit/storage/marine/medium/padded - name = "M3 pattern padded marine armor" - icon_state = "1" - armor_variation = 0 - specialty = "M3 pattern padded marine" - -/obj/item/clothing/suit/storage/marine/medium/padless - name = "M3 pattern padless marine armor" - icon_state = "2" - armor_variation = 0 - specialty = "M3 pattern padless marine" - -/obj/item/clothing/suit/storage/marine/medium/padless_lines - name = "M3 pattern ridged marine armor" - icon_state = "3" - armor_variation = 0 - specialty = "M3 pattern ridged marine" - -/obj/item/clothing/suit/storage/marine/medium/carrier - name = "M3 pattern carrier marine armor" - icon_state = "4" - armor_variation = 0 - specialty = "M3 pattern carrier marine" - -/obj/item/clothing/suit/storage/marine/medium/skull - name = "M3 pattern skull marine armor" - icon_state = "5" - armor_variation = 0 - specialty = "M3 pattern skull marine" - -/obj/item/clothing/suit/storage/marine/medium/smooth - name = "M3 pattern smooth marine armor" - icon_state = "6" - armor_variation = 0 - specialty = "M3 pattern smooth marine" - -/obj/item/clothing/suit/storage/marine/light - name = "\improper M3-L pattern light armor" - desc = "A lighter, cut down version of the standard M3 pattern armor. It sacrifices durability for more speed." - specialty = "\improper M3-L pattern light" - icon_state = "L1" - armor_variation = 6 - slowdown = SLOWDOWN_ARMOR_LIGHT - armor_melee = CLOTHING_ARMOR_MEDIUMLOW - armor_bullet = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_LOW - storage_slots = 2 - -/obj/item/clothing/suit/storage/marine/light/padded - icon_state = "L1" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/light/padless - icon_state = "L2" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/light/padless_lines - icon_state = "L3" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/light/carrier - icon_state = "L4" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/light/skull - icon_state = "L5" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/light/smooth - icon_state = "L6" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/light/vest - name = "\improper M3-VL pattern ballistics vest" - desc = "Up until 2182 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6-year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel." - icon_state = "VL" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - flags_marine_armor = ARMOR_LAMP_OVERLAY //No squad colors when wearing this since it'd look funny. - armor_melee = CLOTHING_ARMOR_MEDIUMLOW - armor_bullet = CLOTHING_ARMOR_HIGH - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_VERYLOW - armor_rad = CLOTHING_ARMOR_NONE - armor_internaldamage = CLOTHING_ARMOR_MEDIUM - storage_slots = 1 - time_to_unequip = 0.5 SECONDS - time_to_equip = 1 SECONDS - siemens_coefficient = 0.7 - uniform_restricted = null - -/obj/item/clothing/suit/storage/marine/light/vest/dcc - name = "\improper M3-VL pattern flak vest" - desc = "A combination of the standard non-combat M3-VL ballistics vest and M70 flak jacket, this piece of armor has been distributed to dropship crew to keep them safe from threats external and internal..." - icon_state = "VL_FLAK" - storage_slots = 2 - -/obj/item/clothing/suit/storage/marine/light/synvest - name = "\improper M3A1 Synthetic Utility Vest" - desc = "This variant of the ubiquitous M3 pattern ballistics vest has been extensively modified, providing no protection in exchange for maximum mobility and storage space. Synthetic programming compliant." - icon_state = "VL_syn_camo" - flags_atom = NO_NAME_OVERRIDE - flags_marine_armor = ARMOR_LAMP_OVERLAY|SYNTH_ALLOWED //No squad colors + can be worn by synths. - armor_melee = CLOTHING_ARMOR_NONE - armor_bullet = CLOTHING_ARMOR_NONE - armor_laser = CLOTHING_ARMOR_NONE - armor_energy = CLOTHING_ARMOR_NONE - armor_bomb = CLOTHING_ARMOR_NONE - armor_bio = CLOTHING_ARMOR_NONE - armor_rad = CLOTHING_ARMOR_NONE - armor_internaldamage = CLOTHING_ARMOR_NONE - storage_slots = 3 - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT - time_to_unequip = 0.5 SECONDS - time_to_equip = 1 SECONDS - uniform_restricted = null - -/obj/item/clothing/suit/storage/marine/light/synvest/grey - icon_state = "VL_syn" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - -/obj/item/clothing/suit/storage/marine/light/synvest/jungle - icon_state = "VL_syn_camo" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - -/obj/item/clothing/suit/storage/marine/light/synvest/snow - icon_state = "s_VL_syn_camo" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - -/obj/item/clothing/suit/storage/marine/light/synvest/desert - icon_state = "d_VL_syn_camo" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - -/obj/item/clothing/suit/storage/marine/light/synvest/dgrey - icon_state = "c_VL_syn_camo" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - -/obj/item/clothing/suit/storage/marine/heavy - name = "\improper M3-EOD pattern heavy armor" - desc = "A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and biological threats." - desc_lore = "This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time." - specialty = "\improper M3-EOD pattern" - icon_state = "H1" - armor_variation = 6 - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_HIGHPLUS - armor_bomb = CLOTHING_ARMOR_HIGHPLUS - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LOWHEAVY - movement_compensation = SLOWDOWN_ARMOR_MEDIUM - light_power = 4 - light_range = 5 - -/obj/item/clothing/suit/storage/marine/heavy/padded - icon_state = "H1" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/heavy/padless - icon_state = "H2" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/heavy/padless_lines - icon_state = "H3" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/heavy/carrier - icon_state = "H4" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/heavy/skull - icon_state = "H5" - armor_variation = 0 - -/obj/item/clothing/suit/storage/marine/heavy/smooth - icon_state = "H6" - armor_variation = 0 - -//===========================//SPECIALIST\\================================\\ -//=======================================================================\\ - -/obj/item/clothing/suit/storage/marine/specialist - name = "\improper B18 defensive armor" - desc = "A heavy, rugged set of armor plates for when you really, really need to not die horribly. Slows you down though.\nComes with two tricord injectors in each arm guard." - icon_state = "xarmor" - armor_melee = CLOTHING_ARMOR_HIGH - armor_bullet = CLOTHING_ARMOR_HIGH - armor_bomb = CLOTHING_ARMOR_VERYHIGH - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - storage_slots = 2 - flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - slowdown = SLOWDOWN_ARMOR_HEAVY - specialty = "B18 defensive" - unacidable = TRUE - var/injections = 4 - -/obj/item/clothing/suit/storage/marine/specialist/verb/inject() - set name = "Create Injector" - set category = "Object" - set src in usr - - if(usr.is_mob_incapacitated()) - return 0 - - if(!injections) - to_chat(usr, "Your armor is all out of injectors.") - return 0 - - if(usr.get_active_hand()) - to_chat(usr, "Your active hand must be empty.") - return 0 - - to_chat(usr, "You feel a faint hiss and an injector drops into your hand.") - var/obj/item/reagent_container/hypospray/autoinjector/skillless/O = new(usr) - usr.put_in_active_hand(O) - injections-- - playsound(src,'sound/machines/click.ogg', 15, 1) - return - -/obj/item/clothing/suit/storage/marine/M3G - name = "\improper M3-G4 grenadier armor" - desc = "A custom set of M3 armor packed to the brim with padding, plating, and every form of ballistic protection under the sun. Used exclusively by USCM Grenadiers." - icon_state = "grenadier" - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_bomb = CLOTHING_ARMOR_VERYHIGH - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN - flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - slowdown = SLOWDOWN_ARMOR_HEAVY - specialty = "M3-G4 grenadier" - unacidable = TRUE - -/obj/item/clothing/suit/storage/marine/M3T - name = "\improper M3-T light armor" - desc = "A custom set of M3 armor designed for users of long-ranged explosive weaponry." - icon_state = "demolitionist" - armor_bomb = CLOTHING_ARMOR_HIGH - slowdown = SLOWDOWN_ARMOR_LIGHT - specialty = "M3-T light" - flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE - unacidable = TRUE - -/obj/item/clothing/suit/storage/marine/M3S - name = "\improper M3-S light armor" - desc = "A custom set of M3 armor designed for USCM Scouts." - icon_state = "scout_armor" - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - slowdown = SLOWDOWN_ARMOR_LIGHT - specialty = "M3-S light" - flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE - unacidable = TRUE - -#define FIRE_SHIELD_CD 150 - -/obj/item/clothing/suit/storage/marine/M35 - name = "\improper M35 pyrotechnician armor" - desc = "A custom set of M35 armor designed for use by USCM Pyrotechnicians." - icon_state = "pyro_armor" - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - fire_intensity_resistance = BURN_LEVEL_TIER_1 - max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROT - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE - specialty = "M35 pyrotechnician" - actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/specialist/fire_shield) - unacidable = TRUE - var/fire_shield_on = FALSE - var/can_activate = TRUE - -/obj/item/clothing/suit/storage/marine/M35/equipped(mob/user, slot) - if(slot == WEAR_JACKET) - RegisterSignal(user, COMSIG_LIVING_FLAMER_CROSSED, PROC_REF(flamer_fire_callback)) - ..() - -/obj/item/clothing/suit/storage/marine/M35/verb/fire_shield() - set name = "Activate Fire Shield" - set desc = "Activate your armor's FIREWALK protocol for a short duration." - set category = "Pyro" - set src in usr - if(!usr || usr.is_mob_incapacitated(TRUE)) - return - if(!ishuman(usr)) - return - var/mob/living/carbon/human/H = usr - - if(H.wear_suit != src) - to_chat(H, SPAN_WARNING("You must be wearing the M35 pyro armor to activate FIREWALK protocol!")) - return - - if(!skillcheck(H, SKILL_SPEC_WEAPONS, SKILL_SPEC_ALL) && H.skills.get_skill_level(SKILL_SPEC_WEAPONS) != SKILL_SPEC_PYRO) - to_chat(H, SPAN_WARNING("You don't seem to know how to use [src]...")) - return - - if(fire_shield_on) - to_chat(H, SPAN_WARNING("You already have FIREWALK protocol activated!")) - return - - if(!can_activate) - to_chat(H, SPAN_WARNING("FIREWALK protocol was recently activated, wait before trying to activate it again.")) - return - - to_chat(H, SPAN_NOTICE("FIREWALK protocol has been activated. You will now be immune to fire for 6 seconds!")) - RegisterSignal(H, COMSIG_LIVING_PREIGNITION, PROC_REF(fire_shield_is_on)) - RegisterSignal(H, list( - COMSIG_LIVING_FLAMER_FLAMED, - ), PROC_REF(flamer_fire_callback)) - fire_shield_on = TRUE - can_activate = FALSE - for(var/X in actions) - var/datum/action/A = X - A.update_button_icon() - addtimer(CALLBACK(src, PROC_REF(end_fire_shield), H), 6 SECONDS) - - H.add_filter("firewalk_on", 1, list("type" = "outline", "color" = "#03fcc6", "size" = 1)) - -/obj/item/clothing/suit/storage/marine/M35/proc/end_fire_shield(mob/living/carbon/human/user) - if(!istype(user)) - return - to_chat(user, SPAN_NOTICE("FIREWALK protocol has finished.")) - UnregisterSignal(user, list( - COMSIG_LIVING_PREIGNITION, - COMSIG_LIVING_FLAMER_FLAMED, - )) - fire_shield_on = FALSE - - user.remove_filter("firewalk_on") - - addtimer(CALLBACK(src, PROC_REF(enable_fire_shield), user), FIRE_SHIELD_CD) - -/obj/item/clothing/suit/storage/marine/M35/proc/enable_fire_shield(mob/living/carbon/human/user) - if(!istype(user)) - return - to_chat(user, SPAN_NOTICE("FIREWALK protocol can be activated again.")) - can_activate = TRUE - - for(var/X in actions) - var/datum/action/A = X - A.update_button_icon() - -/// This proc is solely so that IgniteMob() fails -/obj/item/clothing/suit/storage/marine/M35/proc/fire_shield_is_on(mob/living/L) - SIGNAL_HANDLER - - if(L.fire_reagent?.fire_penetrating) - return - - return COMPONENT_CANCEL_IGNITION - -/obj/item/clothing/suit/storage/marine/M35/proc/flamer_fire_callback(mob/living/L, datum/reagent/R) - SIGNAL_HANDLER - - if(R.fire_penetrating) - return - - . = COMPONENT_NO_IGNITE - if(fire_shield_on) - . |= COMPONENT_NO_BURN - -/obj/item/clothing/suit/storage/marine/M35/dropped(mob/user) - if (!istype(user)) - return - UnregisterSignal(user, list( - COMSIG_LIVING_PREIGNITION, - COMSIG_LIVING_FLAMER_CROSSED, - COMSIG_LIVING_FLAMER_FLAMED, - )) - ..() - -#undef FIRE_SHIELD_CD - -/datum/action/item_action/specialist/fire_shield - ability_primacy = SPEC_PRIMARY_ACTION_2 - -/datum/action/item_action/specialist/fire_shield/New(mob/living/user, obj/item/holder) - ..() - name = "Activate Fire Shield" - button.name = name - button.overlays.Cut() - var/image/IMG = image('icons/obj/items/clothing/cm_suits.dmi', button, "pyro_armor") - button.overlays += IMG - -/datum/action/item_action/specialist/fire_shield/action_cooldown_check() - var/obj/item/clothing/suit/storage/marine/M35/armor = holder_item - if (!istype(armor)) - return FALSE - - return !armor.can_activate - -/datum/action/item_action/specialist/fire_shield/can_use_action() - var/mob/living/carbon/human/H = owner - if(istype(H) && !H.is_mob_incapacitated() && H.wear_suit == holder_item) - return TRUE - -/datum/action/item_action/specialist/fire_shield/action_activate() - var/obj/item/clothing/suit/storage/marine/M35/armor = holder_item - if (!istype(armor)) - return - - armor.fire_shield() - -#define FULL_CAMOUFLAGE_ALPHA 15 - -/obj/item/clothing/suit/storage/marine/ghillie - name = "\improper M45 pattern ghillie armor" - desc = "A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight, but doesn't protect much." - icon_state = "ghillie_armor" - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH - slowdown = SLOWDOWN_ARMOR_LIGHT - flags_marine_armor = ARMOR_LAMP_OVERLAY - flags_item = MOB_LOCK_ON_EQUIP - specialty = "M45 pattern ghillie" - valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_PONCHO) - restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) - - var/camo_active = FALSE - var/hide_in_progress = FALSE - var/full_camo_alpha = FULL_CAMOUFLAGE_ALPHA - var/incremental_shooting_camo_penalty = 35 - var/current_camo = FULL_CAMOUFLAGE_ALPHA - var/camouflage_break = 5 SECONDS - var/camouflage_enter_delay = 4 SECONDS - var/can_camo = TRUE - - actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/specialist/prepare_position) - -/obj/item/clothing/suit/storage/marine/ghillie/dropped(mob/user) - if(ishuman(user) && !issynth(user)) - deactivate_camouflage(user, FALSE) - - . = ..() - -/obj/item/clothing/suit/storage/marine/ghillie/verb/camouflage() - set name = "Prepare Position" - set desc = "Use the ghillie suit and the nearby environment to become near invisible." - set category = "Object" - set src in usr - if(!usr || usr.is_mob_incapacitated(TRUE)) - return - - if(!ishuman(usr) || hide_in_progress || !can_camo) - return - var/mob/living/carbon/human/H = usr - if(!skillcheck(H, SKILL_SPEC_WEAPONS, SKILL_SPEC_ALL) && H.skills.get_skill_level(SKILL_SPEC_WEAPONS) != SKILL_SPEC_SNIPER && !(GLOB.character_traits[/datum/character_trait/skills/spotter] in H.traits)) - to_chat(H, SPAN_WARNING("You don't seem to know how to use [src]...")) - return - if(H.wear_suit != src) - to_chat(H, SPAN_WARNING("You must be wearing the ghillie suit to activate it!")) - return - - if(camo_active) - deactivate_camouflage(H) - return - - H.visible_message(SPAN_DANGER("[H] goes prone, and begins adjusting \his ghillie suit!"), SPAN_NOTICE("You go prone, and begins adjusting your ghillie suit."), max_distance = 4) - hide_in_progress = TRUE - H.unset_interaction() // If we're sticking to a machine gun or what not. - if(!do_after(H, camouflage_enter_delay, INTERRUPT_NO_NEEDHAND|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) - hide_in_progress = FALSE - return - hide_in_progress = FALSE - RegisterSignal(H, list( - COMSIG_MOB_FIRED_GUN, - COMSIG_MOB_FIRED_GUN_ATTACHMENT) - , PROC_REF(fade_in)) - RegisterSignal(H, list( - COMSIG_MOB_DEATH, - COMSIG_HUMAN_EXTINGUISH - ), PROC_REF(deactivate_camouflage)) - camo_active = TRUE - H.alpha = full_camo_alpha - H.FF_hit_evade = 1000 - ADD_TRAIT(H, TRAIT_UNDENSE, SPECIALIST_GEAR_TRAIT) - - RegisterSignal(H, COMSIG_MOB_MOVE_OR_LOOK, PROC_REF(handle_mob_move_or_look)) - - var/datum/mob_hud/security/advanced/SA = GLOB.huds[MOB_HUD_SECURITY_ADVANCED] - SA.remove_from_hud(H) - var/datum/mob_hud/xeno_infection/XI = GLOB.huds[MOB_HUD_XENO_INFECTION] - XI.remove_from_hud(H) - - anim(H.loc, H, 'icons/mob/mob.dmi', null, "cloak", null, H.dir) - - -/obj/item/clothing/suit/storage/marine/ghillie/proc/deactivate_camouflage(mob/user) - SIGNAL_HANDLER - var/mob/living/carbon/human/H = user - if(!istype(H)) - return FALSE - - if(!camo_active) - return - - UnregisterSignal(H, list( - COMSIG_MOB_FIRED_GUN, - COMSIG_MOB_FIRED_GUN_ATTACHMENT, - COMSIG_MOB_DEATH, - COMSIG_HUMAN_EXTINGUISH, - COMSIG_MOB_MOVE_OR_LOOK - )) - - camo_active = FALSE - animate(H, alpha = initial(H.alpha), flags = ANIMATION_END_NOW) - H.FF_hit_evade = initial(H.FF_hit_evade) - REMOVE_TRAIT(H, TRAIT_UNDENSE, SPECIALIST_GEAR_TRAIT) - - var/datum/mob_hud/security/advanced/SA = GLOB.huds[MOB_HUD_SECURITY_ADVANCED] - SA.add_to_hud(H) - var/datum/mob_hud/xeno_infection/XI = GLOB.huds[MOB_HUD_XENO_INFECTION] - XI.add_to_hud(H) - - H.visible_message(SPAN_DANGER("[H]'s camouflage fails!"), SPAN_WARNING("Your camouflage fails!"), max_distance = 4) - -/obj/item/clothing/suit/storage/marine/ghillie/proc/fade_in(mob/user) - SIGNAL_HANDLER - var/mob/living/carbon/human/H = user - if(camo_active) - if(current_camo < full_camo_alpha) - current_camo = full_camo_alpha - current_camo = clamp(current_camo + incremental_shooting_camo_penalty, full_camo_alpha, 255) - H.alpha = current_camo - addtimer(CALLBACK(src, PROC_REF(fade_out_finish), H), camouflage_break, TIMER_OVERRIDE|TIMER_UNIQUE) - animate(H, alpha = full_camo_alpha + 5, time = camouflage_break, easing = LINEAR_EASING, flags = ANIMATION_END_NOW) - -/obj/item/clothing/suit/storage/marine/ghillie/proc/fade_out_finish(mob/living/carbon/human/H) - if(camo_active && H.wear_suit == src) - to_chat(H, SPAN_BOLDNOTICE("The smoke clears and your position is once again hidden completely!")) - animate(H, alpha = full_camo_alpha) - current_camo = full_camo_alpha - -/obj/item/clothing/suit/storage/marine/ghillie/proc/handle_mob_move_or_look(mob/living/mover, actually_moving, direction, specific_direction) - SIGNAL_HANDLER - - if(camo_active && actually_moving) - deactivate_camouflage(mover) - -/datum/action/item_action/specialist/prepare_position - ability_primacy = SPEC_PRIMARY_ACTION_1 - -/datum/action/item_action/specialist/prepare_position/New(mob/living/user, obj/item/holder) - ..() - name = "Prepare Position" - button.name = name - button.overlays.Cut() - var/image/IMG = image('icons/mob/hud/actions.dmi', button, "prepare_position") - button.overlays += IMG - -/datum/action/item_action/specialist/prepare_position/can_use_action() - var/mob/living/carbon/human/H = owner - if(istype(H) && !H.is_mob_incapacitated() && H.body_position == STANDING_UP && holder_item == H.wear_suit) - return TRUE - -/datum/action/item_action/specialist/prepare_position/action_activate() - var/obj/item/clothing/suit/storage/marine/ghillie/GS = holder_item - GS.camouflage() - -#undef FULL_CAMOUFLAGE_ALPHA - -/obj/item/clothing/suit/storage/marine/ghillie/forecon - name = "UDEP Thermal Poncho" - desc = "UDEP or the Ultra Diffusive Environmental Poncho is a camouflaged rain-cover worn to protect against the elements and chemical spills. It's commonly treated with an infrared absorbing coating, making a marine almost invisible in the rain. Favoured by USCM specialists for it's comfort and practicality." - icon_state = "mercenary_miner_armor" - flags_atom = MOB_LOCK_ON_EQUIP|NO_SNOW_TYPE|NO_NAME_OVERRIDE - -/obj/item/clothing/suit/storage/marine/sof - name = "\improper SOF Armor" - desc = "A heavily customized suit of M3 armor. Used by Marine Raiders." - icon_state = "marsoc" - armor_melee = CLOTHING_ARMOR_HIGH - armor_bullet = CLOTHING_ARMOR_HIGH - armor_bomb = CLOTHING_ARMOR_VERYHIGH - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - slowdown = SLOWDOWN_ARMOR_LIGHT - unacidable = TRUE - flags_atom = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE|NO_SNOW_TYPE - storage_slots = 4 - -//=============================//pmcS\\==================================\\ -//=======================================================================\\ - -/obj/item/clothing/suit/storage/marine/veteran - flags_marine_armor = ARMOR_LAMP_OVERLAY - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE //Let's make these keep their name and icon. - -/obj/item/clothing/suit/storage/marine/veteran/pmc - name = "\improper M4 pattern PMC armor" - desc = "A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind." - icon_state = "pmc_armor" - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LIGHT - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine/, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/explosive/grenade, - /obj/item/storage/bible, - /obj/item/tool/crowbar, - /obj/item/storage/large_holster/katana, - /obj/item/storage/large_holster/machete, - /obj/item/weapon/sword/machete, - /obj/item/attachable/bayonet, - /obj/item/device/motiondetector, - /obj/item/tool/crew_monitor, - /obj/item/device/walkman, - ) - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc) - item_state_slots = list(WEAR_JACKET = "pmc_armor") - -/obj/item/clothing/suit/storage/marine/veteran/pmc/light - name = "\improper M4 pattern light PMC armor" - desc = "A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. Has some armor plating removed for extra mobility." - icon_state = "pmc_sniper" - armor_melee = CLOTHING_ARMOR_MEDIUMLOW - armor_bullet = CLOTHING_ARMOR_MEDIUM - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUMLOW - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT - item_state_slots = list(WEAR_JACKET = "pmc_sniper") - -/obj/item/clothing/suit/storage/marine/veteran/pmc/light/corporate - name = "\improper M1 pattern corporate security armor" - desc = "A basic vest with a Weyland-Yutani badge on the right breast. This is commonly worn by low-level guards protecting Weyland-Yutani facilities." - icon = 'icons/mob/humans/onmob/contained/wy_goons.dmi' - icon_state = "armor" - item_state = "armor" - item_state_slots = null - contained_sprite = TRUE - - flags_armor_protection = BODY_FLAG_CHEST - flags_cold_protection = BODY_FLAG_CHEST - flags_heat_protection = BODY_FLAG_CHEST - - slowdown = SLOWDOWN_ARMOR_NONE // only protects chest, but enables rapid movement - -/obj/item/clothing/suit/storage/marine/veteran/pmc/light/corporate/lead - desc = "A basic vest with a Weyland-Yutani badge on the right breast. This variant is worn by low-level guards that have elevated in rank due to 'good conduct in the field', also known as corporate bootlicking." - icon_state = "lead_armor" - item_state = "lead_armor" - -/obj/item/clothing/suit/storage/marine/veteran/pmc/leader - name = "\improper M4 pattern PMC leader armor" - desc = "A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer." - icon_state = "officer_armor" - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc/leader) - item_state_slots = list(WEAR_JACKET = "officer_armor") - -/obj/item/clothing/suit/storage/marine/veteran/pmc/sniper - name = "\improper M4 pattern PMC sniper armor" - icon_state = "pmc_sniper" - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUM - flags_inv_hide = HIDELOWHAIR - item_state_slots = list(WEAR_JACKET = "pmc_sniper") - -/obj/item/clothing/suit/storage/marine/veteran/pmc/light/synth - name = "\improper M4 Synthetic PMC armor" - desc = "A serious modification of the standard Armat Systems M3 armor. This variant was designed for PMC Support Units in the field, with every armor insert removed. It's designed with the idea of a high speed lifesaver in mind." - time_to_unequip = 0.5 SECONDS - time_to_equip = 1 SECONDS - armor_melee = CLOTHING_ARMOR_NONE - armor_bullet = CLOTHING_ARMOR_NONE - armor_laser = CLOTHING_ARMOR_NONE - armor_energy = CLOTHING_ARMOR_NONE - armor_bomb = CLOTHING_ARMOR_NONE - armor_bio = CLOTHING_ARMOR_NONE - armor_rad = CLOTHING_ARMOR_NONE - armor_internaldamage = CLOTHING_ARMOR_NONE - storage_slots = 3 - slowdown = SLOWDOWN_ARMOR_SUPER_LIGHT - -/obj/item/clothing/suit/storage/marine/veteran/pmc/light/synth/Initialize() - flags_atom |= NO_NAME_OVERRIDE - flags_marine_armor |= SYNTH_ALLOWED - return ..() - -/obj/item/clothing/suit/storage/marine/smartgunner/veteran/pmc - name = "\improper PMC gunner armor" - desc = "A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun." - icon_state = "heavy_armor" - flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN|SMARTGUN_HARNESS - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_laser = CLOTHING_ARMOR_MEDIUMLOW - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - item_state_slots = list(WEAR_JACKET = "heavy_armor") - -/obj/item/clothing/suit/storage/marine/smartgunner/veteran/pmc/terminator - name = "\improper M5Xg exoskeleton gunner armor" - desc = "A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk. This variant is designed to support a M56 Smartgun." - icon_state = "commando_armor" - slowdown = SLOWDOWN_ARMOR_MEDIUM - movement_compensation = SLOWDOWN_ARMOR_VERY_HEAVY - armor_melee = CLOTHING_ARMOR_HIGH - armor_bullet = CLOTHING_ARMOR_ULTRAHIGH - armor_laser = CLOTHING_ARMOR_MEDIUM - armor_energy = CLOTHING_ARMOR_MEDIUM - armor_bomb = CLOTHING_ARMOR_VERYHIGH - armor_rad = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc/commando) - item_state_slots = list(WEAR_JACKET = "commando_armor") - unacidable = TRUE - -/obj/item/clothing/suit/storage/marine/veteran/pmc/commando - name = "\improper M5X exoskeleton armor" - desc = "A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk." - icon_state = "commando_armor" - slowdown = SLOWDOWN_ARMOR_MEDIUM - movement_compensation = SLOWDOWN_ARMOR_VERY_HEAVY - armor_melee = CLOTHING_ARMOR_VERYHIGH - armor_bullet = CLOTHING_ARMOR_ULTRAHIGH - armor_energy = CLOTHING_ARMOR_MEDIUM - armor_bomb = CLOTHING_ARMOR_VERYHIGH - armor_rad = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - flags_inventory = BLOCK_KNOCKDOWN - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc/commando) - item_state_slots = list(WEAR_JACKET = "commando_armor") - unacidable = TRUE - -//===========================//DISTRESS\\================================\\ -//=======================================================================\\ - -/obj/item/clothing/suit/storage/marine/veteran/bear - name = "\improper H1 Iron Bears vest" - desc = "A protective vest worn by Iron Bears mercenaries." - icon_state = "bear_armor" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/bear) - -/obj/item/clothing/suit/storage/marine/veteran/dutch - name = "\improper D2 armored vest" - desc = "A protective vest worn by some seriously experienced mercs." - icon_state = "dutch_armor" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS //Makes no sense but they need leg/arm armor too. - armor_melee = CLOTHING_ARMOR_HIGH - armor_bullet = CLOTHING_ARMOR_HIGHPLUS - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_HIGH - armor_rad = CLOTHING_ARMOR_MEDIUM - storage_slots = 2 - light_range = 7 - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/dutch) - -/obj/item/clothing/suit/storage/marine/veteran/van_bandolier - name = "safari jacket" - desc = "A tailored hunting jacket, cunningly lined with segmented armor plates. Sometimes the game shoots back." - icon_state = "van_bandolier" - item_state = "van_bandolier_jacket" - blood_overlay_type = "coat" - flags_marine_armor = NO_FLAGS //No shoulder light. - actions_types = list() - slowdown = SLOWDOWN_ARMOR_LIGHT - storage_slots = 2 - movement_compensation = SLOWDOWN_ARMOR_LIGHT - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/van_bandolier) - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/storage/bible, - /obj/item/attachable/bayonet, - /obj/item/storage/backpack/general_belt, - /obj/item/storage/large_holster/machete, - /obj/item/storage/belt/gun/m4a3, - /obj/item/storage/belt/gun/m44, - /obj/item/storage/belt/gun/smartpistol, - /obj/item/storage/belt/gun/flaregun, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - /obj/item/storage/belt/shotgun/van_bandolier, - ) - -//===========================//U.P.P\\================================\\ -//=====================================================================\\ - -/obj/item/clothing/suit/storage/marine/faction - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - min_cold_protection_temperature = HELMET_MIN_COLD_PROT - max_heat_protection_temperature = HELMET_MAX_HEAT_PROT - blood_overlay_type = "armor" - armor_melee = CLOTHING_ARMOR_MEDIUM - armor_bullet = CLOTHING_ARMOR_MEDIUM - armor_laser = CLOTHING_ARMOR_MEDIUMLOW - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - slowdown = SLOWDOWN_ARMOR_MEDIUM - movement_compensation = SLOWDOWN_ARMOR_LIGHT - - -/obj/item/clothing/suit/storage/marine/faction/UPP - name = "\improper UM5 personal armor" - desc = "Standard body armor of the UPP military, the UM5 (Union Medium MK5) is a medium body armor, roughly on par with the M3 pattern body armor in service with the USCM, specialized towards ballistics protection. Unlike the M3, however, the plate has a heavier neckplate. This has earned many UA members to refer to UPP soldiers as 'tin men'." - icon_state = "upp_armor" - armor_bullet = CLOTHING_ARMOR_HIGH - armor_energy = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_HIGH - storage_slots = 1 - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP, /obj/item/clothing/under/marine/veteran/UPP/medic, /obj/item/clothing/under/marine/veteran/UPP/engi) - -/obj/item/clothing/suit/storage/marine/faction/UPP/support - name = "\improper UL6 personal armor" - desc = "Standard body armor of the UPP military, the UL6 (Union Light MK6) is a light body armor, slightly weaker than the M3 pattern body armor in service with the USCM, specialized towards ballistics protection. This set of personal armor lacks the iconic neck piece and some of the armor in favor of user mobility." - storage_slots = 3 - icon_state = "upp_armor_support" - slowdown = SLOWDOWN_ARMOR_LIGHT - armor_melee = CLOTHING_ARMOR_HIGH - armor_energy = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_HIGH - -/obj/item/clothing/suit/storage/marine/faction/UPP/commando - name = "\improper UM5CU personal armor" - desc = "A modification of the UM5, designed for stealth operations." - icon_state = "upp_armor_commando" - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LIGHT - -/obj/item/clothing/suit/storage/marine/faction/UPP/heavy - name = "\improper UH7 heavy plated armor" - desc = "An extremely heavy-duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for having powerful ballistic protection, alongside a noticeable neck guard, fortified in order to allow the wearer to endure the stresses of the bulky helmet." - icon_state = "upp_armor_heavy" - storage_slots = 3 - slowdown = SLOWDOWN_ARMOR_HEAVY - flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN - flags_armor_protection = BODY_FLAG_ALL_BUT_HEAD - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_HIGHPLUS - armor_laser = CLOTHING_ARMOR_MEDIUMLOW - armor_energy = CLOTHING_ARMOR_MEDIUM - armor_bomb = CLOTHING_ARMOR_HIGH - armor_bio = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_HIGHPLUS - -/obj/item/clothing/suit/storage/marine/faction/UPP/heavy/Initialize() - . = ..() - pockets.bypass_w_limit = list( - /obj/item/ammo_magazine/minigun, - /obj/item/ammo_magazine/pkp, - ) - -/obj/item/clothing/suit/storage/marine/faction/UPP/officer - name = "\improper UL4 officer jacket" - desc = "A lightweight jacket, issued to officers of the UPP's military. Slightly protective from incoming damage, best off with proper armor however." - icon_state = "upp_coat_officer" - slowdown = SLOWDOWN_ARMOR_NONE - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS - armor_melee = CLOTHING_ARMOR_LOW //wear actual armor if you go into combat - armor_bullet = CLOTHING_ARMOR_LOW - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_LOW - armor_rad = CLOTHING_ARMOR_LOW - armor_internaldamage = CLOTHING_ARMOR_LOW - storage_slots = 3 - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP/officer) - -/obj/item/clothing/suit/storage/marine/faction/UPP/kapitan - name = "\improper UL4 senior officer jacket" - desc = "A lightweight jacket, issued to senior officers of the UPP's military. Made of high-quality materials, even going as far as having the ranks and insignia of the Kapitan and their Company emblazoned on the shoulders and front of the jacket. Slightly protective from incoming damage, best off with proper armor however." - icon_state = "upp_coat_kapitan" - slowdown = SLOWDOWN_ARMOR_NONE - armor_melee = CLOTHING_ARMOR_LOW //wear actual armor if you go into combat - armor_bullet = CLOTHING_ARMOR_LOW - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_LOW - armor_rad = CLOTHING_ARMOR_LOW - armor_internaldamage = CLOTHING_ARMOR_LOW - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS - storage_slots = 4 - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP/officer) - -/obj/item/clothing/suit/storage/marine/faction/UPP/mp - name = "\improper UL4 camouflaged jacket" - desc = "A lightweight jacket, issued to troops when they're not expected to engage in combat. Still studded to the brim with kevlar shards, though the synthread construction reduces its effectiveness." - icon_state = "upp_coat_mp" - slowdown = SLOWDOWN_ARMOR_NONE - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS - armor_melee = CLOTHING_ARMOR_LOW //wear actual armor if you go into combat - armor_bullet = CLOTHING_ARMOR_LOW - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_LOW - armor_rad = CLOTHING_ARMOR_LOW - armor_internaldamage = CLOTHING_ARMOR_LOW - storage_slots = 4 - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP) - valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_MEDAL) - restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) - -/obj/item/clothing/suit/storage/marine/faction/UPP/jacket/ivan - name = "\improper UH4 Camo Jacket" - desc = "An experimental heavily armored variant of the UL4 given to only the most elite units... usually." - slowdown = SLOWDOWN_ARMOR_MEDIUM - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS|BODY_FLAG_ARMS|BODY_FLAG_HANDS|BODY_FLAG_FEET - armor_melee = CLOTHING_ARMOR_HIGH - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_HIGH - armor_bio = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_HIGH - storage_slots = 2 - - -//===========================//FREELANCER\\================================\\ -//=====================================================================\\ - -/obj/item/clothing/suit/storage/marine/faction/freelancer - name = "freelancer cuirass" - desc = "An armored protective chestplate scrapped together from various plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancers ranks produce these vests at a rate about one a month." - icon_state = "freelancer_armor" - slowdown = SLOWDOWN_ARMOR_LIGHT - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - storage_slots = 2 - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/freelancer) - -//this one is for CLF -/obj/item/clothing/suit/storage/militia - name = "colonial militia hauberk" - desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops." - icon = 'icons/obj/items/clothing/cm_suits.dmi' - icon_state = "rebel_armor" - item_icons = list( - WEAR_JACKET = 'icons/mob/humans/onmob/suit_1.dmi' - ) - sprite_sheets = list(SPECIES_MONKEY = 'icons/mob/humans/species/monkeys/onmob/suit_monkey_1.dmi') - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS|BODY_FLAG_ARMS - movement_compensation = SLOWDOWN_ARMOR_MEDIUM - armor_melee = CLOTHING_ARMOR_MEDIUM - armor_bullet = CLOTHING_ARMOR_MEDIUMLOW - armor_laser = CLOTHING_ARMOR_MEDIUMLOW - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_MEDIUMLOW - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUM - storage_slots = 2 - uniform_restricted = list(/obj/item/clothing/under/colonist) - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine, - /obj/item/explosive/grenade, - /obj/item/device/binoculars, - /obj/item/attachable/bayonet, - /obj/item/storage/backpack/general_belt, - /obj/item/storage/large_holster/machete, - /obj/item/weapon/baseballbat, - /obj/item/weapon/baseballbat/metal, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS|BODY_FLAG_FEET|BODY_FLAG_ARMS|BODY_FLAG_HANDS - min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROT - valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL) - -/obj/item/clothing/suit/storage/militia/Initialize() - . = ..() - pockets.max_w_class = SIZE_SMALL //Can contain small items AND rifle magazines. - pockets.bypass_w_limit = list( - /obj/item/ammo_magazine/rifle, - /obj/item/ammo_magazine/smg, - /obj/item/ammo_magazine/sniper, - ) - pockets.max_storage_space = 8 - -/obj/item/clothing/suit/storage/militia/vest - name = "colonial militia vest" - desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen." - icon_state = "clf_2" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - slowdown = 0.2 - movement_compensation = SLOWDOWN_ARMOR_MEDIUM - -/obj/item/clothing/suit/storage/militia/brace - name = "colonial militia brace" - desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed." - icon_state = "clf_3" - flags_armor_protection = BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - flags_cold_protection = BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - slowdown = 0.2 - movement_compensation = SLOWDOWN_ARMOR_MEDIUM - -/obj/item/clothing/suit/storage/militia/partial - name = "colonial militia partial hauberk" - desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed." - icon_state = "clf_4" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS - slowdown = 0.2 - -/obj/item/clothing/suit/storage/militia/smartgun - name = "colonial militia harness" - desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This one has straps interweaved with the plates, that allow the user to fire a captured smartgun, if a bit uncomfortably." - flags_inventory = BLOCKSHARPOBJ|SMARTGUN_HARNESS - -/obj/item/clothing/suit/storage/CMB - name = "\improper CMB jacket" - desc = "A black jacket worn by Colonial Marshals. The back is enscribed with the powerful letters of 'MARSHAL' representing justice, authority, and protection in the outer rim. The laws of the Earth stretch beyond the Sol." - icon_state = "CMB_jacket" - blood_overlay_type = "coat" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS - armor_melee = CLOTHING_ARMOR_MEDIUMLOW - armor_bullet = CLOTHING_ARMOR_MEDIUMLOW - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_LOW - armor_bio = CLOTHING_ARMOR_LOW - armor_internaldamage = CLOTHING_ARMOR_LOW - allowed = list( - /obj/item/weapon/gun, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/device/binoculars, - /obj/item/attachable/bayonet, - /obj/item/device/flashlight, - /obj/item/device/healthanalyzer, - /obj/item/device/radio, - /obj/item/tank/emergency_oxygen, - /obj/item/tool/crowbar, - /obj/item/tool/crew_monitor, - /obj/item/tool/pen, - /obj/item/storage/belt/gun/m4a3, - /obj/item/storage/belt/gun/m44, - /obj/item/storage/belt/gun/mateba, - /obj/item/storage/belt/gun/smartpistol, - /obj/item/storage/large_holster/machete, - /obj/item/storage/large_holster/katana, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR) - restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) - -/obj/item/clothing/suit/storage/CMB/Initialize() - . = ..() - pockets.max_w_class = SIZE_SMALL //Can contain small items AND rifle magazines. - pockets.bypass_w_limit = list( - /obj/item/ammo_magazine/rifle, - /obj/item/ammo_magazine/smg, - /obj/item/ammo_magazine/sniper, - ) - pockets.max_storage_space = 8 - -/obj/item/clothing/suit/storage/RO - name = "quartermaster jacket" - desc = "A green jacket worn by USCM personnel. The back has the flag of the United Americas on it." - icon_state = "RO_jacket" - blood_overlay_type = "coat" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_ARMS - valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_MEDAL) - restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) - -//===========================//HELGHAST - MERCENARY\\================================\\ -//=====================================================================\\ - -/obj/item/clothing/suit/storage/marine/veteran/mercenary - name = "\improper K12 ceramic plated armor" - desc = "A set of grey, heavy ceramic armor with dark blue highlights. It is the standard uniform of an unknown mercenary group working in the sector." - icon_state = "mercenary_heavy_armor" - flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN - armor_melee = CLOTHING_ARMOR_VERYHIGH - armor_bullet = CLOTHING_ARMOR_VERYHIGH - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_HIGHPLUS - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_HIGHPLUS - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LIGHT - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine/, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/explosive/grenade, - /obj/item/storage/bible, - /obj/item/weapon/sword/machete, - /obj/item/attachable/bayonet, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/mercenary) - item_state_slots = list(WEAR_JACKET = "mercenary_heavy_armor") - -/obj/item/clothing/suit/storage/marine/veteran/mercenary/heavy - name = "\improper Modified K12 ceramic plated armor" - desc = "A set of grey, heavy ceramic armor with dark blue highlights. It has been modified with extra ceramic plates placed in its storage pouch, and seems intended to support an extremely heavy weapon." - armor_melee = CLOTHING_ARMOR_ULTRAHIGH - armor_bullet = CLOTHING_ARMOR_ULTRAHIGHPLUS - armor_bomb = CLOTHING_ARMOR_HIGHPLUS - armor_bio = CLOTHING_ARMOR_HIGHPLUS - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_VERYHIGHPLUS - storage_slots = 1 - -/obj/item/clothing/suit/storage/marine/veteran/mercenary/miner - name = "\improper Y8 armored miner vest" - desc = "A set of beige, light armor built for protection while mining. It is a specialized uniform of an unknown mercenary group working in the sector." - icon_state = "mercenary_miner_armor" - storage_slots = 3 - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine/, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/explosive/grenade, - /obj/item/storage/bible, - /obj/item/weapon/sword/machete, - /obj/item/attachable/bayonet, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - uniform_restricted = list(/obj/item/clothing/under/marine/veteran/mercenary) - item_state_slots = list(WEAR_JACKET = "mercenary_miner_armor") - -/obj/item/clothing/suit/storage/marine/veteran/mercenary/support - name = "\improper Z7 armored vest" - desc = "A set of blue armor with yellow highlights built for protection while building or carrying out medical treatment in highly dangerous environments. It is a specialized uniform of an unknown mercenary group working in the sector." - icon_state = "mercenary_engineer_armor" - item_state_slots = list(WEAR_JACKET = "mercenary_engineer_armor") - -/obj/item/clothing/suit/storage/marine/M3G/hefa - name = "\improper HEFA Knight armor" - desc = "A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight." - specialty = "HEFA Knight" - icon_state = "hefadier" - flags_atom = NO_NAME_OVERRIDE|NO_SNOW_TYPE - flags_item = NO_CRYO_STORE - flags_marine_armor = ARMOR_LAMP_OVERLAY - armor_bullet = CLOTHING_ARMOR_VERYHIGH - armor_melee = CLOTHING_ARMOR_VERYHIGH - armor_bomb = CLOTHING_ARMOR_GIGAHIGH - - -//=========================//PROVOST\\================================\\ -//=======================================================================\\ - -/obj/item/clothing/suit/storage/marine/MP/provost - name = "\improper M3 pattern Provost armor" - desc = "A standard Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." - icon_state = "pvmedium" - item_state_slots = list(WEAR_JACKET = "pvmedium") - slowdown = SLOWDOWN_ARMOR_LIGHT - armor_bullet = CLOTHING_ARMOR_MEDIUM - armor_laser = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUMHIGH - armor_bio = CLOTHING_ARMOR_MEDIUMHIGH - armor_internaldamage = CLOTHING_ARMOR_MEDIUM - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - storage_slots = 3 - -/obj/item/clothing/suit/storage/marine/MP/provost/tml - name = "\improper M3 pattern Senior Provost armor" - desc = "A more refined Provost M3 Pattern Chestplate for senior officers. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." - icon_state = "pvleader" - item_state_slots = list(WEAR_JACKET = "pvleader") - -/obj/item/clothing/suit/storage/marine/MP/provost/marshal - name = "\improper M5 pattern Provost Marshal armor" - desc = "A custom fit luxury armor suit for Provost Marshals. Useful for letting your men know who is in charge when taking to the field." - icon_state = "pvmarshal" - item_state_slots = list(WEAR_JACKET = "pvmarshal") - w_class = SIZE_MEDIUM - storage_slots = 4 - -/obj/item/clothing/suit/storage/marine/MP/provost/light - name = "\improper M3 pattern Provost light armor" - desc = "A lighter Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." - icon_state = "pvlight" - item_state_slots = list(WEAR_JACKET = "pvlight") - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT - -/obj/item/clothing/suit/storage/marine/MP/provost/light/flexi - name = "\improper M3 pattern Provost flexi-armor" - desc = "A flexible and easy to store M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." - w_class = SIZE_MEDIUM - icon_state = "pvlight_2" - item_state_slots = list(WEAR_JACKET = "pvlight_2") - storage_slots = 2 - -//================//UNITED AMERICAS ALLIED COMMAND\\=====================\\ -//=======================================================================\\ - -/obj/item/clothing/suit/storage/marine/uaac/tis/sa - name = "\improper M3 pattern UAAC-TIS Special Agent Armor" - desc = "A modified luxury armor, originally meant for a USCM Provost Marshall, modified to use the colors and insignia of the TIS. The Three Eyes is technically able to requisition any equipment or personnel to fulfill its mission and often uses this privilege to outfit their agents with high-quality gear from other UA military forces." - icon_state = "tis" - item_state_slots = list(WEAR_JACKET = "tis") - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_laser = CLOTHING_ARMOR_LOW - armor_energy = CLOTHING_ARMOR_LOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUMLOW - storage_slots = 2 - slowdown = SLOWDOWN_ARMOR_LIGHT - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine/, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/explosive/grenade, - /obj/item/device/binoculars, - /obj/item/attachable/bayonet, - /obj/item/storage/backpack/general_belt, - /obj/item/device/hailer, - /obj/item/storage/belt/gun, - /obj/item/weapon/sword/ceremonial, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - uniform_restricted = list(/obj/item/clothing/under/uaac/tis) - -//================//UNITED AMERICAS RIOT CONTROL\\=====================\\ -//=======================================================================\\ - -/obj/item/clothing/suit/storage/marine/veteran/ua_riot - name = "\improper UA-M1 body armor" - desc = "Based on the M-3 pattern employed by the USCM, the UA-M1 body armor is employed by UA security, riot control and union-busting teams. While robust against melee and bullet attacks, it critically lacks coverage of the legs and arms." - icon_state = "ua_riot" - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - armor_melee = CLOTHING_ARMOR_MEDIUMHIGH - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_energy = CLOTHING_ARMOR_MEDIUM - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - slowdown = SLOWDOWN_ARMOR_VERY_LIGHT // it's lighter - uniform_restricted = list(/obj/item/clothing/under/marine/ua_riot) - flags_atom = NO_SNOW_TYPE - -//==================War Correspondent==================\\ - -/obj/item/clothing/suit/storage/marine/light/reporter - name = "press body armor" - desc = "Body armor used by war correspondents in battles and wars across the universe." - icon = 'icons/mob/humans/onmob/contained/war_correspondent.dmi' - icon_state = "wc_armor" - flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE - contained_sprite = TRUE - - -//=ROYAL MARINES=\\ - -/obj/item/clothing/suit/storage/marine/veteran/royal_marine - name = "kestrel armoured vest" - desc = "A customizable personal armor system used by the Three World Empire's Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC's M3 pattern personal armor in their Tokonigara lab to create an armor systemed to suit the unique needs of the Three World Empire's smaller but better equipped Royal Marines." - icon_state = "rmc_light" - item_state = "rmc_light" - flags_atom = NO_NAME_OVERRIDE|NO_SNOW_TYPE - allowed = list( - /obj/item/weapon/gun, - /obj/item/tank/emergency_oxygen, - /obj/item/device/flashlight, - /obj/item/ammo_magazine/, - /obj/item/weapon/baton, - /obj/item/handcuffs, - /obj/item/storage/fancy/cigarettes, - /obj/item/tool/lighter, - /obj/item/explosive/grenade, - /obj/item/storage/bible, - /obj/item/weapon/sword/machete, - /obj/item/attachable/bayonet, - /obj/item/device/motiondetector, - /obj/item/device/walkman, - ) - -/obj/item/clothing/suit/storage/marine/veteran/royal_marine/light //RMC Rifleman Armor - icon_state = "rmc_light" - item_state = "rmc_light" - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_energy = CLOTHING_ARMOR_MEDIUMLOW - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - slowdown = SLOWDOWN_ARMOR_LIGHT - -/obj/item/clothing/suit/storage/marine/veteran/royal_marine/light/team_leader //RMC TL & LT Armor - name = "kestrel armoured carry vest" - icon_state = "rmc_light_padded" - item_state = "rmc_light_padded" - storage_slots = 7 - -/obj/item/clothing/suit/storage/marine/veteran/royal_marine/smartgun //Smartgun Spec Armor - name = "kestrel armoured smartgun harness" - icon_state = "rmc_smartgun" - item_state = "rmc_smartgun" - flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN|SMARTGUN_HARNESS - -/obj/item/clothing/suit/storage/marine/veteran/royal_marine/pointman //Pointman Spec Armor - name = "kestrel pointman armour" - desc = "A heavier version of the armor system used by the Three World Empire's Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC's M3 pattern personal armor in their Tokonigara lab to create an armor systemed to suit the unique needs of the Three World Empire's smaller but better equipped Royal Marines." - icon_state = "rmc_pointman" - item_state = "rmc_pointman" - armor_melee = CLOTHING_ARMOR_HIGH - armor_bullet = CLOTHING_ARMOR_HIGHPLUS - armor_bomb = CLOTHING_ARMOR_HIGHPLUS - armor_bio = CLOTHING_ARMOR_MEDIUM - armor_rad = CLOTHING_ARMOR_MEDIUM - armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH - storage_slots = 7 - slowdown = SLOWDOWN_ARMOR_LOWHEAVY - movement_compensation = SLOWDOWN_ARMOR_MEDIUM - -/atom/movable/marine_light - light_system = DIRECTIONAL_LIGHT - -//CBRN -/obj/item/clothing/suit/storage/marine/cbrn - name = "\improper M3-M armor" - desc = "While lacking the appearance of the M3 pattern armor worn in regular service, this armor piece is still a derivative of it. It has been heavily modified to fit over the MOPP suit with additional padding and Venlar composite layers removed, so as not to restrict the wearer’s movement. However, with the reduction of composite layers, the personal protection offered is less than desired with complaints having been lodged since 2165." - icon_state = "cbrn" - item_state = "cbrn" - slowdown = SLOWDOWN_ARMOR_HEAVY - armor_melee = CLOTHING_ARMOR_MEDIUM - armor_bullet = CLOTHING_ARMOR_MEDIUM - armor_bomb = CLOTHING_ARMOR_MEDIUM - armor_bio = CLOTHING_ARMOR_LOW - armor_rad =CLOTHING_ARMOR_MEDIUMLOW - armor_internaldamage = CLOTHING_ARMOR_LOW - flags_marine_armor = NO_FLAGS - flags_atom = NO_NAME_OVERRIDE|NO_SNOW_TYPE - flags_inventory = BLOCKSHARPOBJ - flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN - uniform_restricted = list(/obj/item/clothing/under/marine/cbrn) - -/obj/item/clothing/suit/storage/marine/cbrn/advanced - slowdown = SLOWDOWN_ARMOR_LOWHEAVY - armor_melee = CLOTHING_ARMOR_HIGH - armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH - armor_bomb = CLOTHING_ARMOR_ULTRAHIGH - armor_bio = CLOTHING_ARMOR_GIGAHIGHPLUS - armor_rad = CLOTHING_ARMOR_GIGAHIGHPLUS - armor_internaldamage = CLOTHING_ARMOR_HIGHPLUS diff --git a/code/modules/clothing/suits/marine_armor/_marine_armor.dm b/code/modules/clothing/suits/marine_armor/_marine_armor.dm new file mode 100644 index 000000000000..89b284be86b0 --- /dev/null +++ b/code/modules/clothing/suits/marine_armor/_marine_armor.dm @@ -0,0 +1,669 @@ +#define DEBUG_ARMOR_PROTECTION 0 + +#if DEBUG_ARMOR_PROTECTION +/mob/living/carbon/human/verb/check_overall_protection() + set name = "Get Armor Value" + set category = "Debug" + set desc = "Shows the armor value of the bullet category." + + var/armor = 0 + var/counter = 0 + for(var/X in H.limbs) + var/obj/limb/E = X + armor = getarmor_organ(E, ARMOR_BULLET) + to_chat(src, SPAN_DEBUG("[E.name] is protected with [armor] armor against bullets.")) + counter += armor + to_chat(src, SPAN_DEBUG("The overall armor score is: [counter].")) +#endif + +//=======================================================================\\ +//=======================================================================\\ + +#define ALPHA 1 +#define BRAVO 2 +#define CHARLIE 3 +#define DELTA 4 +#define ECHO 5 +#define CRYO 6 +#define SOF 7 +#define NOSQUAD 8 + +// MARINE STORAGE ARMOR + +/obj/item/clothing/suit/storage/marine + name = "\improper M3 pattern marine armor" + desc = "A standard Colonial Marines M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." + icon = 'icons/obj/items/clothing/cm_suits.dmi' + icon_state = "1" + item_state = "marine_armor" //Make unique states for Officer & Intel armors. + item_icons = list( + WEAR_JACKET = 'icons/mob/humans/onmob/suit_1.dmi' + ) + flags_atom = FPRINT|CONDUCT + flags_inventory = BLOCKSHARPOBJ + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + min_cold_protection_temperature = HELMET_MIN_COLD_PROT + max_heat_protection_temperature = HELMET_MAX_HEAT_PROT + blood_overlay_type = "armor" + armor_melee = CLOTHING_ARMOR_MEDIUM + armor_bullet = CLOTHING_ARMOR_MEDIUM + armor_laser = CLOTHING_ARMOR_MEDIUMLOW + armor_energy = CLOTHING_ARMOR_NONE + armor_bomb = CLOTHING_ARMOR_MEDIUMLOW + armor_bio = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_MEDIUM + movement_compensation = SLOWDOWN_ARMOR_LIGHT + storage_slots = 3 + siemens_coefficient = 0.7 + slowdown = SLOWDOWN_ARMOR_MEDIUM + allowed = list( + /obj/item/weapon/gun, + /obj/item/prop/prop_gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/storage/bible, + /obj/item/attachable/bayonet, + /obj/item/storage/backpack/general_belt, + /obj/item/storage/large_holster/machete, + /obj/item/storage/belt/gun/type47, + /obj/item/storage/belt/gun/m4a3, + /obj/item/storage/belt/gun/m44, + /obj/item/storage/belt/gun/smartpistol, + /obj/item/storage/belt/gun/flaregun, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + /obj/item/storage/belt/gun/m39, + /obj/item/storage/belt/gun/xm51, + ) + valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_PONCHO) + + light_power = 3 + light_range = 4 + light_system = MOVABLE_LIGHT + + var/flashlight_cooldown = 0 //Cooldown for toggling the light + var/locate_cooldown = 0 //Cooldown for SL locator + var/armor_overlays[] + actions_types = list(/datum/action/item_action/toggle) + var/flags_marine_armor = ARMOR_SQUAD_OVERLAY|ARMOR_LAMP_OVERLAY + var/specialty = "M3 pattern marine" //Same thing here. Give them a specialty so that they show up correctly in vendors. speciality does NOTHING if you have NO_NAME_OVERRIDE + w_class = SIZE_HUGE + uniform_restricted = list(/obj/item/clothing/under/marine) + sprite_sheets = list(SPECIES_MONKEY = 'icons/mob/humans/species/monkeys/onmob/suit_monkey_1.dmi') + time_to_unequip = 20 + time_to_equip = 20 + pickup_sound = "armorequip" + drop_sound = "armorequip" + equip_sounds = list('sound/handling/putting_on_armor1.ogg') + var/armor_variation = 0 + /// The dmi where the grayscale squad overlays are contained + var/squad_overlay_icon = 'icons/mob/humans/onmob/suit_1.dmi' + + var/atom/movable/marine_light/light_holder + +/obj/item/clothing/suit/storage/marine/Initialize(mapload) + . = ..() + if(!(flags_atom & NO_NAME_OVERRIDE)) + name = "[specialty]" + if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD]) + name += " snow armor" //Leave marine out so that armors don't have to have "Marine" appended (see: generals). + else + name += " armor" + + if(!(flags_atom & NO_SNOW_TYPE)) + select_gamemode_skin(type) + armor_overlays = list("lamp") //Just one for now, can add more later. + if(armor_variation && mapload) + set_armor_style("Random") + update_icon() + pockets.max_w_class = SIZE_SMALL //Can contain small items AND rifle magazines. + pockets.bypass_w_limit = list( + /obj/item/ammo_magazine/rifle, + /obj/item/ammo_magazine/smg, + /obj/item/ammo_magazine/sniper, + ) + pockets.max_storage_space = 8 + + light_holder = new(src) + +/obj/item/clothing/suit/storage/marine/Destroy() + QDEL_NULL(light_holder) + return ..() + +/obj/item/clothing/suit/storage/marine/update_icon(mob/user) + var/image/I + armor_overlays["lamp"] = null + if(flags_marine_armor & ARMOR_LAMP_OVERLAY) + if(flags_marine_armor & ARMOR_LAMP_ON) + I = image('icons/obj/items/clothing/cm_suits.dmi', src, "lamp-on") + else + I = image('icons/obj/items/clothing/cm_suits.dmi', src, "lamp-off") + armor_overlays["lamp"] = I + overlays += I + else armor_overlays["lamp"] = null + if(user) user.update_inv_wear_suit() + + +/obj/item/clothing/suit/storage/marine/post_vendor_spawn_hook(mob/living/carbon/human/user) //used for randomizing/selecting a variant for armors. + if(!armor_variation) + return + + if(user?.client?.prefs) + // Set the armor style to the user's preference. + set_armor_style(user.client.prefs.preferred_armor) + else + // Or if that isn't possible, just pick a random one. + set_armor_style("Random") + update_icon(user) + +/obj/item/clothing/suit/storage/marine/attack_self(mob/user) + ..() + + if(!isturf(user.loc)) + to_chat(user, SPAN_WARNING("You cannot turn the light [light_on ? "off" : "on"] while in [user.loc].")) //To prevent some lighting anomalies. + return + + if(flashlight_cooldown > world.time) + return + if(!ishuman(user)) + return + + var/mob/living/carbon/human/H = user + if(H.wear_suit != src) + return + + turn_light(user, !light_on) + +/obj/item/clothing/suit/storage/marine/item_action_slot_check(mob/user, slot) + if(!ishuman(user)) + return FALSE + if(slot != WEAR_JACKET) + return FALSE + return TRUE //only give action button when armor is worn. + +/obj/item/clothing/suit/storage/marine/turn_light(mob/user, toggle_on) + . = ..() + if(. != CHECKS_PASSED) + return + set_light_range(initial(light_range)) + set_light_power(Floor(initial(light_power) * 0.5)) + set_light_on(toggle_on) + flags_marine_armor ^= ARMOR_LAMP_ON + + light_holder.set_light_flags(LIGHT_ATTACHED) + light_holder.set_light_range(initial(light_range)) + light_holder.set_light_power(initial(light_power)) + light_holder.set_light_on(toggle_on) + + if(!toggle_on) + playsound(src, 'sound/handling/click_2.ogg', 50, 1) + + playsound(src, 'sound/handling/suitlight_on.ogg', 50, 1) + update_icon(user) + + for(var/X in actions) + var/datum/action/A = X + A.update_button_icon() + +/obj/item/clothing/suit/storage/marine/mob_can_equip(mob/living/carbon/human/M, slot, disable_warning = 0) + . = ..() + if (.) + if(issynth(M) && M.allow_gun_usage == FALSE && !(flags_marine_armor & SYNTH_ALLOWED)) + M.visible_message(SPAN_DANGER("Your programming prevents you from wearing this!")) + return 0 + +/** + * Updates the armor's `icon_state` to the style represented by `new_style`. + * + * Arguments: + * * new_style - The new armor style. May only be one of `GLOB.armor_style_list`'s keys, or `"Random"`. + */ +/obj/item/clothing/suit/storage/marine/proc/set_armor_style(new_style) + // Regex to match one or more digits. + var/static/regex/digits = new("\\d+") + // Integer for the new armor style's `icon_state`. + var/new_look + + if(new_style == "Random") + // The style icon states are all numbers between 1 and `armor_variation`, so this picks a random one. + new_look = rand(1, armor_variation) + else + new_look = GLOB.armor_style_list[new_style] + + // Replace the digits in the current icon state with `new_look`. (E.g. "L6" -> "L2") + icon_state = digits.Replace(icon_state, new_look) + +/obj/item/clothing/suit/storage/marine/medium/rto + icon_state = "io" + armor_variation = 0 + name = "\improper M4 pattern marine armor" + desc = "A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches." + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_rad = CLOTHING_ARMOR_MEDIUM + storage_slots = 4 + light_range = 5 //slightly higher + specialty = "M4 pattern marine" + +/obj/item/clothing/suit/storage/marine/MP + name = "\improper M2 pattern MP armor" + desc = "A standard Colonial Marines M2 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." + icon_state = "mp_armor" + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_LOW + armor_laser = CLOTHING_ARMOR_LOW + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_MEDIUMLOW + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LIGHT + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine/, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/explosive/grenade, + /obj/item/device/binoculars, + /obj/item/attachable/bayonet, + /obj/item/storage/backpack/general_belt, + /obj/item/device/hailer, + /obj/item/storage/belt/gun, + /obj/item/weapon/sword/ceremonial, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + uniform_restricted = list(/obj/item/clothing/under/marine/mp) + specialty = "M2 pattern MP" + item_state_slots = list(WEAR_JACKET = "mp_armor") + black_market_value = 20 + +/obj/item/clothing/suit/storage/marine/MP/warden + icon_state = "warden" + name = "\improper M3 pattern warden MP armor" + desc = "A well-crafted suit of M3 Pattern Armor typically distributed to Wardens. Useful for letting your men know who is in charge." + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUMLOW + uniform_restricted = list(/obj/item/clothing/under/marine/warden) + specialty = "M3 pattern warden MP" + item_state_slots = list(WEAR_JACKET = "warden") + +/obj/item/clothing/suit/storage/marine/MP/WO + icon_state = "warrant_officer" + name = "\improper M3 pattern chief MP armor" + desc = "A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge." + uniform_restricted = list(/obj/item/clothing/under/marine/officer/warrant) + specialty = "M3 pattern chief MP" + item_state_slots = list(WEAR_JACKET = "warrant_officer") + black_market_value = 30 + +/obj/item/clothing/suit/storage/marine/MP/general + name = "\improper M3 pattern general officer armor" + desc = "A well-crafted suit of M3 Pattern Armor with a gold shine. It looks very expensive, but shockingly fairly easy to carry and wear." + icon_state = "general" + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_bio = CLOTHING_ARMOR_MEDIUM + uniform_restricted = list(/obj/item/clothing/under/marine/officer/general) + specialty = "M3 pattern general" + item_state_slots = list(WEAR_JACKET = "general") + w_class = SIZE_MEDIUM + +/obj/item/clothing/suit/storage/marine/MP/SO + name = "\improper M3 pattern officer armor" + desc = "A well-crafted suit of M3 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field." + icon_state = "officer" + storage_slots = 3 + flags_atom = null + uniform_restricted = list(/obj/item/clothing/under/marine/officer, /obj/item/clothing/under/rank/qm_suit, /obj/item/clothing/under/rank/chief_medical_officer, /obj/item/clothing/under/marine/dress) + specialty = "M3 pattern officer" + item_state_slots = list(WEAR_JACKET = "officer") + +//Making a new object because we might want to edit armor values and such. +//Or give it its own sprite. It's more for the future. +/obj/item/clothing/suit/storage/marine/MP/CO + name = "\improper M3 pattern commanding officer armor" + desc = "A robust, well-polished suit of armor for the Commanding Officer. Custom-made to fit its owner with special straps to operate a smartgun. Show those Marines who's really in charge." + icon_state = "co_officer" + item_state = "co_officer" + armor_bullet = CLOTHING_ARMOR_HIGH + storage_slots = 3 + flags_atom = NO_SNOW_TYPE + flags_inventory = BLOCKSHARPOBJ|SMARTGUN_HARNESS + uniform_restricted = list(/obj/item/clothing/under/marine, /obj/item/clothing/under/rank/qm_suit) + specialty = "M3 pattern captain" + item_state_slots = list(WEAR_JACKET = "co_officer") + valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_RANK, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_PONCHO) + black_market_value = 35 + + +/obj/item/clothing/suit/storage/marine/MP/CO/jacket + name = "\improper M3 pattern commanding officer armored coat" + desc = "A robust, well-polished suit of armor for the Commanding Officer. Custom-made to fit its owner with special straps to operate a smartgun. Show those Marines who's really in charge. This one has a coat over it for added warmth." + icon_state = "bridge_coat_armored" + item_state = "bridge_coat_armored" + item_state_slots = list(WEAR_JACKET = "bridge_coat_armored") + valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_RANK) + +/obj/item/clothing/suit/storage/marine/medium/leader + name = "\improper B12 pattern marine armor" + desc = "A lightweight suit of carbon fiber body armor built for quick movement. Designed in a lovely forest green. Use it to toggle the built-in flashlight." + icon_state = "7" + armor_variation = 0 + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + specialty = "B12 pattern marine" + light_range = 5 + +/obj/item/clothing/suit/storage/marine/tanker + name = "\improper M3 pattern tanker armor" + desc = "A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed." + icon_state = "tanker" + uniform_restricted = list(/obj/item/clothing/under/marine/officer/tanker) + specialty = "M3 pattern tanker" + storage_slots = 2 + +//===========================//PFC ARMOR CLASSES\\================================\\ +//=================================================================================\\ + +// M3 pattern marine armor +/obj/item/clothing/suit/storage/marine/medium + armor_variation = 6 + light_power = 4 + +/obj/item/clothing/suit/storage/marine/medium/padded + name = "M3 pattern padded marine armor" + icon_state = "1" + armor_variation = 0 + specialty = "M3 pattern padded marine" + +/obj/item/clothing/suit/storage/marine/medium/padless + name = "M3 pattern padless marine armor" + icon_state = "2" + armor_variation = 0 + specialty = "M3 pattern padless marine" + +/obj/item/clothing/suit/storage/marine/medium/padless_lines + name = "M3 pattern ridged marine armor" + icon_state = "3" + armor_variation = 0 + specialty = "M3 pattern ridged marine" + +/obj/item/clothing/suit/storage/marine/medium/carrier + name = "M3 pattern carrier marine armor" + icon_state = "4" + armor_variation = 0 + specialty = "M3 pattern carrier marine" + +/obj/item/clothing/suit/storage/marine/medium/skull + name = "M3 pattern skull marine armor" + icon_state = "5" + armor_variation = 0 + specialty = "M3 pattern skull marine" + +/obj/item/clothing/suit/storage/marine/medium/smooth + name = "M3 pattern smooth marine armor" + icon_state = "6" + armor_variation = 0 + specialty = "M3 pattern smooth marine" + +// M3-L pattern light armor +/obj/item/clothing/suit/storage/marine/light + name = "\improper M3-L pattern light armor" + desc = "A lighter, cut down version of the standard M3 pattern armor. It sacrifices durability for more speed." + specialty = "\improper M3-L pattern light" + icon_state = "L1" + armor_variation = 6 + slowdown = SLOWDOWN_ARMOR_LIGHT + armor_melee = CLOTHING_ARMOR_MEDIUMLOW + armor_bullet = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_LOW + storage_slots = 2 + +/obj/item/clothing/suit/storage/marine/light/padded + icon_state = "L1" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/light/padless + icon_state = "L2" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/light/padless_lines + icon_state = "L3" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/light/carrier + icon_state = "L4" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/light/skull + icon_state = "L5" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/light/smooth + icon_state = "L6" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/light/vest + name = "\improper M3-VL pattern ballistics vest" + desc = "Up until 2182 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6-year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel." + icon_state = "VL" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + flags_marine_armor = ARMOR_LAMP_OVERLAY //No squad colors when wearing this since it'd look funny. + armor_melee = CLOTHING_ARMOR_MEDIUMLOW + armor_bullet = CLOTHING_ARMOR_HIGH + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_LOW + armor_bio = CLOTHING_ARMOR_VERYLOW + armor_rad = CLOTHING_ARMOR_NONE + armor_internaldamage = CLOTHING_ARMOR_MEDIUM + storage_slots = 1 + time_to_unequip = 0.5 SECONDS + time_to_equip = 1 SECONDS + siemens_coefficient = 0.7 + uniform_restricted = null + +/obj/item/clothing/suit/storage/marine/light/vest/dcc + name = "\improper M3-VL pattern flak vest" + desc = "A combination of the standard non-combat M3-VL ballistics vest and M70 flak jacket, this piece of armor has been distributed to dropship crew to keep them safe from threats external and internal..." + icon_state = "VL_FLAK" + storage_slots = 2 + +/obj/item/clothing/suit/storage/marine/light/synvest + name = "\improper M3A1 Synthetic Utility Vest" + desc = "This variant of the ubiquitous M3 pattern ballistics vest has been extensively modified, providing no protection in exchange for maximum mobility and storage space. Synthetic programming compliant." + icon_state = "VL_syn_camo" + flags_atom = NO_NAME_OVERRIDE + flags_marine_armor = ARMOR_LAMP_OVERLAY|SYNTH_ALLOWED //No squad colors + can be worn by synths. + armor_melee = CLOTHING_ARMOR_NONE + armor_bullet = CLOTHING_ARMOR_NONE + armor_laser = CLOTHING_ARMOR_NONE + armor_energy = CLOTHING_ARMOR_NONE + armor_bomb = CLOTHING_ARMOR_NONE + armor_bio = CLOTHING_ARMOR_NONE + armor_rad = CLOTHING_ARMOR_NONE + armor_internaldamage = CLOTHING_ARMOR_NONE + storage_slots = 3 + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT + time_to_unequip = 0.5 SECONDS + time_to_equip = 1 SECONDS + uniform_restricted = null + +/obj/item/clothing/suit/storage/marine/light/synvest/grey + icon_state = "VL_syn" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + +/obj/item/clothing/suit/storage/marine/light/synvest/jungle + icon_state = "VL_syn_camo" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + +/obj/item/clothing/suit/storage/marine/light/synvest/snow + icon_state = "s_VL_syn_camo" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + +/obj/item/clothing/suit/storage/marine/light/synvest/desert + icon_state = "d_VL_syn_camo" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + +/obj/item/clothing/suit/storage/marine/light/synvest/dgrey + icon_state = "c_VL_syn_camo" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + +// M3-EOD pattern heavy armor +/obj/item/clothing/suit/storage/marine/heavy + name = "\improper M3-EOD pattern heavy armor" + desc = "A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and biological threats." + desc_lore = "This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time." + specialty = "\improper M3-EOD pattern" + icon_state = "H1" + armor_variation = 6 + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_HIGHPLUS + armor_bomb = CLOTHING_ARMOR_HIGHPLUS + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LOWHEAVY + movement_compensation = SLOWDOWN_ARMOR_MEDIUM + light_power = 4 + light_range = 5 + +/obj/item/clothing/suit/storage/marine/heavy/padded + icon_state = "H1" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/heavy/padless + icon_state = "H2" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/heavy/padless_lines + icon_state = "H3" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/heavy/carrier + icon_state = "H4" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/heavy/skull + icon_state = "H5" + armor_variation = 0 + +/obj/item/clothing/suit/storage/marine/heavy/smooth + icon_state = "H6" + armor_variation = 0 + +//===========================//SPECIALIST\\================================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/specialist + name = "\improper B18 defensive armor" + desc = "A heavy, rugged set of armor plates for when you really, really need to not die horribly. Slows you down though.\nComes with two tricord injectors in each arm guard." + icon_state = "xarmor" + armor_melee = CLOTHING_ARMOR_HIGH + armor_bullet = CLOTHING_ARMOR_HIGH + armor_bomb = CLOTHING_ARMOR_VERYHIGH + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + storage_slots = 2 + flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + slowdown = SLOWDOWN_ARMOR_HEAVY + specialty = "B18 defensive" + unacidable = TRUE + var/injections = 4 + +/obj/item/clothing/suit/storage/marine/specialist/verb/inject() + set name = "Create Injector" + set category = "Object" + set src in usr + + if(usr.is_mob_incapacitated()) + return 0 + + if(!injections) + to_chat(usr, "Your armor is all out of injectors.") + return 0 + + if(usr.get_active_hand()) + to_chat(usr, "Your active hand must be empty.") + return 0 + + to_chat(usr, "You feel a faint hiss and an injector drops into your hand.") + var/obj/item/reagent_container/hypospray/autoinjector/skillless/O = new(usr) + usr.put_in_active_hand(O) + injections-- + playsound(src,'sound/machines/click.ogg', 15, 1) + return + +/obj/item/clothing/suit/storage/marine/M3G + name = "\improper M3-G4 grenadier armor" + desc = "A custom set of M3 armor packed to the brim with padding, plating, and every form of ballistic protection under the sun. Used exclusively by USCM Grenadiers." + icon_state = "grenadier" + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_bomb = CLOTHING_ARMOR_VERYHIGH + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN + flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + slowdown = SLOWDOWN_ARMOR_HEAVY + specialty = "M3-G4 grenadier" + unacidable = TRUE + +/obj/item/clothing/suit/storage/marine/M3T + name = "\improper M3-T light armor" + desc = "A custom set of M3 armor designed for users of long-ranged explosive weaponry." + icon_state = "demolitionist" + armor_bomb = CLOTHING_ARMOR_HIGH + slowdown = SLOWDOWN_ARMOR_LIGHT + specialty = "M3-T light" + flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE + unacidable = TRUE + +/obj/item/clothing/suit/storage/marine/M3S + name = "\improper M3-S light armor" + desc = "A custom set of M3 armor designed for USCM Scouts." + icon_state = "scout_armor" + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + slowdown = SLOWDOWN_ARMOR_LIGHT + specialty = "M3-S light" + flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE + unacidable = TRUE + +/obj/item/clothing/suit/storage/RO + name = "quartermaster jacket" + desc = "A green jacket worn by USCM personnel. The back has the flag of the United Americas on it." + icon_state = "RO_jacket" + blood_overlay_type = "coat" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_ARMS + valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_MEDAL) + restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) + +//==================War Correspondent==================\\ + +/obj/item/clothing/suit/storage/marine/light/reporter + name = "press body armor" + desc = "Body armor used by war correspondents in battles and wars across the universe." + icon = 'icons/mob/humans/onmob/contained/war_correspondent.dmi' + icon_state = "wc_armor" + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + contained_sprite = TRUE diff --git a/code/modules/clothing/suits/marine_armor/ert.dm b/code/modules/clothing/suits/marine_armor/ert.dm new file mode 100644 index 000000000000..17816b93dc15 --- /dev/null +++ b/code/modules/clothing/suits/marine_armor/ert.dm @@ -0,0 +1,822 @@ +//=============================//Marine Raiders\\==================================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/sof + name = "\improper SOF Armor" + desc = "A heavily customized suit of M3 armor. Used by Marine Raiders." + icon_state = "marsoc" + armor_melee = CLOTHING_ARMOR_HIGH + armor_bullet = CLOTHING_ARMOR_HIGH + armor_bomb = CLOTHING_ARMOR_VERYHIGH + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + slowdown = SLOWDOWN_ARMOR_LIGHT + unacidable = TRUE + flags_atom = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE|NO_SNOW_TYPE + storage_slots = 4 + + +//=============================//PMCs\\==================================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/veteran + flags_marine_armor = ARMOR_LAMP_OVERLAY + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE //Let's make these keep their name and icon. + +/obj/item/clothing/suit/storage/marine/veteran/pmc + name = "\improper M4 pattern PMC armor" + desc = "A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind." + icon_state = "pmc_armor" + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LIGHT + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine/, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/explosive/grenade, + /obj/item/storage/bible, + /obj/item/tool/crowbar, + /obj/item/storage/large_holster/katana, + /obj/item/storage/large_holster/machete, + /obj/item/weapon/sword/machete, + /obj/item/attachable/bayonet, + /obj/item/device/motiondetector, + /obj/item/tool/crew_monitor, + /obj/item/device/walkman, + ) + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc) + item_state_slots = list(WEAR_JACKET = "pmc_armor") + +/obj/item/clothing/suit/storage/marine/veteran/pmc/light + name = "\improper M4 pattern light PMC armor" + desc = "A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. Has some armor plating removed for extra mobility." + icon_state = "pmc_sniper" + armor_melee = CLOTHING_ARMOR_MEDIUMLOW + armor_bullet = CLOTHING_ARMOR_MEDIUM + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUMLOW + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT + item_state_slots = list(WEAR_JACKET = "pmc_sniper") + +/obj/item/clothing/suit/storage/marine/veteran/pmc/light/corporate + name = "\improper M1 pattern corporate security armor" + desc = "A basic vest with a Weyland-Yutani badge on the right breast. This is commonly worn by low-level guards protecting Weyland-Yutani facilities." + icon = 'icons/mob/humans/onmob/contained/wy_goons.dmi' + icon_state = "armor" + item_state = "armor" + item_state_slots = null + contained_sprite = TRUE + + flags_armor_protection = BODY_FLAG_CHEST + flags_cold_protection = BODY_FLAG_CHEST + flags_heat_protection = BODY_FLAG_CHEST + + slowdown = SLOWDOWN_ARMOR_NONE // only protects chest, but enables rapid movement + +/obj/item/clothing/suit/storage/marine/veteran/pmc/light/corporate/lead + desc = "A basic vest with a Weyland-Yutani badge on the right breast. This variant is worn by low-level guards that have elevated in rank due to 'good conduct in the field', also known as corporate bootlicking." + icon_state = "lead_armor" + item_state = "lead_armor" + +/obj/item/clothing/suit/storage/marine/veteran/pmc/leader + name = "\improper M4 pattern PMC leader armor" + desc = "A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer." + icon_state = "officer_armor" + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc/leader) + item_state_slots = list(WEAR_JACKET = "officer_armor") + +/obj/item/clothing/suit/storage/marine/veteran/pmc/sniper + name = "\improper M4 pattern PMC sniper armor" + icon_state = "pmc_sniper" + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUM + flags_inv_hide = HIDELOWHAIR + item_state_slots = list(WEAR_JACKET = "pmc_sniper") + +/obj/item/clothing/suit/storage/marine/veteran/pmc/light/synth + name = "\improper M4 Synthetic PMC armor" + desc = "A serious modification of the standard Armat Systems M3 armor. This variant was designed for PMC Support Units in the field, with every armor insert removed. It's designed with the idea of a high speed lifesaver in mind." + time_to_unequip = 0.5 SECONDS + time_to_equip = 1 SECONDS + armor_melee = CLOTHING_ARMOR_NONE + armor_bullet = CLOTHING_ARMOR_NONE + armor_laser = CLOTHING_ARMOR_NONE + armor_energy = CLOTHING_ARMOR_NONE + armor_bomb = CLOTHING_ARMOR_NONE + armor_bio = CLOTHING_ARMOR_NONE + armor_rad = CLOTHING_ARMOR_NONE + armor_internaldamage = CLOTHING_ARMOR_NONE + storage_slots = 3 + slowdown = SLOWDOWN_ARMOR_SUPER_LIGHT + +/obj/item/clothing/suit/storage/marine/veteran/pmc/light/synth/Initialize() + flags_atom |= NO_NAME_OVERRIDE + flags_marine_armor |= SYNTH_ALLOWED + return ..() + +/obj/item/clothing/suit/storage/marine/smartgunner/veteran/pmc + name = "\improper PMC gunner armor" + desc = "A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun." + icon_state = "heavy_armor" + flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN|SMARTGUN_HARNESS + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_laser = CLOTHING_ARMOR_MEDIUMLOW + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + item_state_slots = list(WEAR_JACKET = "heavy_armor") + +/obj/item/clothing/suit/storage/marine/smartgunner/veteran/pmc/terminator + name = "\improper M5Xg exoskeleton gunner armor" + desc = "A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk. This variant is designed to support a M56 Smartgun." + icon_state = "commando_armor" + slowdown = SLOWDOWN_ARMOR_MEDIUM + movement_compensation = SLOWDOWN_ARMOR_VERY_HEAVY + armor_melee = CLOTHING_ARMOR_HIGH + armor_bullet = CLOTHING_ARMOR_ULTRAHIGH + armor_laser = CLOTHING_ARMOR_MEDIUM + armor_energy = CLOTHING_ARMOR_MEDIUM + armor_bomb = CLOTHING_ARMOR_VERYHIGH + armor_rad = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc/commando) + item_state_slots = list(WEAR_JACKET = "commando_armor") + unacidable = TRUE + +/obj/item/clothing/suit/storage/marine/veteran/pmc/commando + name = "\improper M5X exoskeleton armor" + desc = "A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk." + icon_state = "commando_armor" + slowdown = SLOWDOWN_ARMOR_MEDIUM + movement_compensation = SLOWDOWN_ARMOR_VERY_HEAVY + armor_melee = CLOTHING_ARMOR_VERYHIGH + armor_bullet = CLOTHING_ARMOR_ULTRAHIGH + armor_energy = CLOTHING_ARMOR_MEDIUM + armor_bomb = CLOTHING_ARMOR_VERYHIGH + armor_rad = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + flags_inventory = BLOCK_KNOCKDOWN + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/pmc/commando) + item_state_slots = list(WEAR_JACKET = "commando_armor") + unacidable = TRUE + + +//===========================//DISTRESS\\================================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/veteran/bear + name = "\improper H1 Iron Bears vest" + desc = "A protective vest worn by Iron Bears mercenaries." + icon_state = "bear_armor" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/bear) + +/obj/item/clothing/suit/storage/marine/veteran/dutch + name = "\improper D2 armored vest" + desc = "A protective vest worn by some seriously experienced mercs." + icon_state = "dutch_armor" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS //Makes no sense but they need leg/arm armor too. + armor_melee = CLOTHING_ARMOR_HIGH + armor_bullet = CLOTHING_ARMOR_HIGHPLUS + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_HIGH + armor_rad = CLOTHING_ARMOR_MEDIUM + storage_slots = 2 + light_range = 7 + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/dutch) + +/obj/item/clothing/suit/storage/marine/veteran/van_bandolier + name = "safari jacket" + desc = "A tailored hunting jacket, cunningly lined with segmented armor plates. Sometimes the game shoots back." + icon_state = "van_bandolier" + item_state = "van_bandolier_jacket" + blood_overlay_type = "coat" + flags_marine_armor = NO_FLAGS //No shoulder light. + actions_types = list() + slowdown = SLOWDOWN_ARMOR_LIGHT + storage_slots = 2 + movement_compensation = SLOWDOWN_ARMOR_LIGHT + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/van_bandolier) + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/storage/bible, + /obj/item/attachable/bayonet, + /obj/item/storage/backpack/general_belt, + /obj/item/storage/large_holster/machete, + /obj/item/storage/belt/gun/m4a3, + /obj/item/storage/belt/gun/m44, + /obj/item/storage/belt/gun/smartpistol, + /obj/item/storage/belt/gun/flaregun, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + /obj/item/storage/belt/shotgun/van_bandolier, + ) + +//===========================//U.P.P\\================================\\ +//=====================================================================\\ + +/obj/item/clothing/suit/storage/marine/faction + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + min_cold_protection_temperature = HELMET_MIN_COLD_PROT + max_heat_protection_temperature = HELMET_MAX_HEAT_PROT + blood_overlay_type = "armor" + armor_melee = CLOTHING_ARMOR_MEDIUM + armor_bullet = CLOTHING_ARMOR_MEDIUM + armor_laser = CLOTHING_ARMOR_MEDIUMLOW + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + slowdown = SLOWDOWN_ARMOR_MEDIUM + movement_compensation = SLOWDOWN_ARMOR_LIGHT + + +/obj/item/clothing/suit/storage/marine/faction/UPP + name = "\improper UM5 personal armor" + desc = "Standard body armor of the UPP military, the UM5 (Union Medium MK5) is a medium body armor, roughly on par with the M3 pattern body armor in service with the USCM, specialized towards ballistics protection. Unlike the M3, however, the plate has a heavier neckplate. This has earned many UA members to refer to UPP soldiers as 'tin men'." + icon_state = "upp_armor" + armor_bullet = CLOTHING_ARMOR_HIGH + armor_energy = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_HIGH + storage_slots = 1 + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP, /obj/item/clothing/under/marine/veteran/UPP/medic, /obj/item/clothing/under/marine/veteran/UPP/engi) + +/obj/item/clothing/suit/storage/marine/faction/UPP/support + name = "\improper UL6 personal armor" + desc = "Standard body armor of the UPP military, the UL6 (Union Light MK6) is a light body armor, slightly weaker than the M3 pattern body armor in service with the USCM, specialized towards ballistics protection. This set of personal armor lacks the iconic neck piece and some of the armor in favor of user mobility." + storage_slots = 3 + icon_state = "upp_armor_support" + slowdown = SLOWDOWN_ARMOR_LIGHT + armor_melee = CLOTHING_ARMOR_HIGH + armor_energy = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_HIGH + +/obj/item/clothing/suit/storage/marine/faction/UPP/commando + name = "\improper UM5CU personal armor" + desc = "A modification of the UM5, designed for stealth operations." + icon_state = "upp_armor_commando" + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LIGHT + +/obj/item/clothing/suit/storage/marine/faction/UPP/heavy + name = "\improper UH7 heavy plated armor" + desc = "An extremely heavy-duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for having powerful ballistic protection, alongside a noticeable neck guard, fortified in order to allow the wearer to endure the stresses of the bulky helmet." + icon_state = "upp_armor_heavy" + storage_slots = 3 + slowdown = SLOWDOWN_ARMOR_HEAVY + flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN + flags_armor_protection = BODY_FLAG_ALL_BUT_HEAD + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_HIGHPLUS + armor_laser = CLOTHING_ARMOR_MEDIUMLOW + armor_energy = CLOTHING_ARMOR_MEDIUM + armor_bomb = CLOTHING_ARMOR_HIGH + armor_bio = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_HIGHPLUS + +/obj/item/clothing/suit/storage/marine/faction/UPP/heavy/Initialize() + . = ..() + pockets.bypass_w_limit = list( + /obj/item/ammo_magazine/minigun, + /obj/item/ammo_magazine/pkp, + ) + +/obj/item/clothing/suit/storage/marine/faction/UPP/officer + name = "\improper UL4 officer jacket" + desc = "A lightweight jacket, issued to officers of the UPP's military. Slightly protective from incoming damage, best off with proper armor however." + icon_state = "upp_coat_officer" + slowdown = SLOWDOWN_ARMOR_NONE + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS + armor_melee = CLOTHING_ARMOR_LOW //wear actual armor if you go into combat + armor_bullet = CLOTHING_ARMOR_LOW + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_LOW + armor_bio = CLOTHING_ARMOR_LOW + armor_rad = CLOTHING_ARMOR_LOW + armor_internaldamage = CLOTHING_ARMOR_LOW + storage_slots = 3 + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP/officer) + +/obj/item/clothing/suit/storage/marine/faction/UPP/kapitan + name = "\improper UL4 senior officer jacket" + desc = "A lightweight jacket, issued to senior officers of the UPP's military. Made of high-quality materials, even going as far as having the ranks and insignia of the Kapitan and their Company emblazoned on the shoulders and front of the jacket. Slightly protective from incoming damage, best off with proper armor however." + icon_state = "upp_coat_kapitan" + slowdown = SLOWDOWN_ARMOR_NONE + armor_melee = CLOTHING_ARMOR_LOW //wear actual armor if you go into combat + armor_bullet = CLOTHING_ARMOR_LOW + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_LOW + armor_bio = CLOTHING_ARMOR_LOW + armor_rad = CLOTHING_ARMOR_LOW + armor_internaldamage = CLOTHING_ARMOR_LOW + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS + storage_slots = 4 + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP/officer) + +/obj/item/clothing/suit/storage/marine/faction/UPP/mp + name = "\improper UL4 camouflaged jacket" + desc = "A lightweight jacket, issued to troops when they're not expected to engage in combat. Still studded to the brim with kevlar shards, though the synthread construction reduces its effectiveness." + icon_state = "upp_coat_mp" + slowdown = SLOWDOWN_ARMOR_NONE + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS + armor_melee = CLOTHING_ARMOR_LOW //wear actual armor if you go into combat + armor_bullet = CLOTHING_ARMOR_LOW + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_LOW + armor_bio = CLOTHING_ARMOR_LOW + armor_rad = CLOTHING_ARMOR_LOW + armor_internaldamage = CLOTHING_ARMOR_LOW + storage_slots = 4 + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/UPP) + valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_MEDAL) + restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) + +/obj/item/clothing/suit/storage/marine/faction/UPP/jacket/ivan + name = "\improper UH4 Camo Jacket" + desc = "An experimental heavily armored variant of the UL4 given to only the most elite units... usually." + slowdown = SLOWDOWN_ARMOR_MEDIUM + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS|BODY_FLAG_ARMS|BODY_FLAG_HANDS|BODY_FLAG_FEET + armor_melee = CLOTHING_ARMOR_HIGH + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_HIGH + armor_bio = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_HIGH + storage_slots = 2 + + +//===========================//FREELANCER\\================================\\ +//=====================================================================\\ + +/obj/item/clothing/suit/storage/marine/faction/freelancer + name = "freelancer cuirass" + desc = "An armored protective chestplate scrapped together from various plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancers ranks produce these vests at a rate about one a month." + icon_state = "freelancer_armor" + slowdown = SLOWDOWN_ARMOR_LIGHT + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + storage_slots = 2 + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/freelancer) + +//this one is for CLF +/obj/item/clothing/suit/storage/militia + name = "colonial militia hauberk" + desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops." + icon = 'icons/obj/items/clothing/cm_suits.dmi' + icon_state = "rebel_armor" + item_icons = list( + WEAR_JACKET = 'icons/mob/humans/onmob/suit_1.dmi' + ) + sprite_sheets = list(SPECIES_MONKEY = 'icons/mob/humans/species/monkeys/onmob/suit_monkey_1.dmi') + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS|BODY_FLAG_ARMS + movement_compensation = SLOWDOWN_ARMOR_MEDIUM + armor_melee = CLOTHING_ARMOR_MEDIUM + armor_bullet = CLOTHING_ARMOR_MEDIUMLOW + armor_laser = CLOTHING_ARMOR_MEDIUMLOW + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_MEDIUMLOW + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUM + storage_slots = 2 + uniform_restricted = list(/obj/item/clothing/under/colonist) + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine, + /obj/item/explosive/grenade, + /obj/item/device/binoculars, + /obj/item/attachable/bayonet, + /obj/item/storage/backpack/general_belt, + /obj/item/storage/large_holster/machete, + /obj/item/weapon/baseballbat, + /obj/item/weapon/baseballbat/metal, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS|BODY_FLAG_FEET|BODY_FLAG_ARMS|BODY_FLAG_HANDS + min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROT + valid_accessory_slots = list(ACCESSORY_SLOT_MEDAL) + +/obj/item/clothing/suit/storage/militia/Initialize() + . = ..() + pockets.max_w_class = SIZE_SMALL //Can contain small items AND rifle magazines. + pockets.bypass_w_limit = list( + /obj/item/ammo_magazine/rifle, + /obj/item/ammo_magazine/smg, + /obj/item/ammo_magazine/sniper, + ) + pockets.max_storage_space = 8 + +/obj/item/clothing/suit/storage/militia/vest + name = "colonial militia vest" + desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen." + icon_state = "clf_2" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + slowdown = 0.2 + movement_compensation = SLOWDOWN_ARMOR_MEDIUM + +/obj/item/clothing/suit/storage/militia/brace + name = "colonial militia brace" + desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed." + icon_state = "clf_3" + flags_armor_protection = BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + flags_cold_protection = BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + slowdown = 0.2 + movement_compensation = SLOWDOWN_ARMOR_MEDIUM + +/obj/item/clothing/suit/storage/militia/partial + name = "colonial militia partial hauberk" + desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed." + icon_state = "clf_4" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_LEGS + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS + slowdown = 0.2 + +/obj/item/clothing/suit/storage/militia/smartgun + name = "colonial militia harness" + desc = "The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This one has straps interweaved with the plates, that allow the user to fire a captured smartgun, if a bit uncomfortably." + flags_inventory = BLOCKSHARPOBJ|SMARTGUN_HARNESS + +/obj/item/clothing/suit/storage/CMB + name = "\improper CMB jacket" + desc = "A black jacket worn by Colonial Marshals. The back is enscribed with the powerful letters of 'MARSHAL' representing justice, authority, and protection in the outer rim. The laws of the Earth stretch beyond the Sol." + icon_state = "CMB_jacket" + blood_overlay_type = "coat" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS + armor_melee = CLOTHING_ARMOR_MEDIUMLOW + armor_bullet = CLOTHING_ARMOR_MEDIUMLOW + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_LOW + armor_bio = CLOTHING_ARMOR_LOW + armor_internaldamage = CLOTHING_ARMOR_LOW + allowed = list( + /obj/item/weapon/gun, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/device/binoculars, + /obj/item/attachable/bayonet, + /obj/item/device/flashlight, + /obj/item/device/healthanalyzer, + /obj/item/device/radio, + /obj/item/tank/emergency_oxygen, + /obj/item/tool/crowbar, + /obj/item/tool/crew_monitor, + /obj/item/tool/pen, + /obj/item/storage/belt/gun/m4a3, + /obj/item/storage/belt/gun/m44, + /obj/item/storage/belt/gun/mateba, + /obj/item/storage/belt/gun/smartpistol, + /obj/item/storage/large_holster/machete, + /obj/item/storage/large_holster/katana, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR) + restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) + +/obj/item/clothing/suit/storage/CMB/Initialize() + . = ..() + pockets.max_w_class = SIZE_SMALL //Can contain small items AND rifle magazines. + pockets.bypass_w_limit = list( + /obj/item/ammo_magazine/rifle, + /obj/item/ammo_magazine/smg, + /obj/item/ammo_magazine/sniper, + ) + pockets.max_storage_space = 8 + + +//===========================//HELGHAST - MERCENARY\\================================\\ +//=====================================================================\\ + +/obj/item/clothing/suit/storage/marine/veteran/mercenary + name = "\improper K12 ceramic plated armor" + desc = "A set of grey, heavy ceramic armor with dark blue highlights. It is the standard uniform of an unknown mercenary group working in the sector." + icon_state = "mercenary_heavy_armor" + flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN + armor_melee = CLOTHING_ARMOR_VERYHIGH + armor_bullet = CLOTHING_ARMOR_VERYHIGH + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_HIGHPLUS + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_HIGHPLUS + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LIGHT + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine/, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/explosive/grenade, + /obj/item/storage/bible, + /obj/item/weapon/sword/machete, + /obj/item/attachable/bayonet, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/mercenary) + item_state_slots = list(WEAR_JACKET = "mercenary_heavy_armor") + +/obj/item/clothing/suit/storage/marine/veteran/mercenary/heavy + name = "\improper Modified K12 ceramic plated armor" + desc = "A set of grey, heavy ceramic armor with dark blue highlights. It has been modified with extra ceramic plates placed in its storage pouch, and seems intended to support an extremely heavy weapon." + armor_melee = CLOTHING_ARMOR_ULTRAHIGH + armor_bullet = CLOTHING_ARMOR_ULTRAHIGHPLUS + armor_bomb = CLOTHING_ARMOR_HIGHPLUS + armor_bio = CLOTHING_ARMOR_HIGHPLUS + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_VERYHIGHPLUS + storage_slots = 1 + +/obj/item/clothing/suit/storage/marine/veteran/mercenary/miner + name = "\improper Y8 armored miner vest" + desc = "A set of beige, light armor built for protection while mining. It is a specialized uniform of an unknown mercenary group working in the sector." + icon_state = "mercenary_miner_armor" + storage_slots = 3 + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine/, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/explosive/grenade, + /obj/item/storage/bible, + /obj/item/weapon/sword/machete, + /obj/item/attachable/bayonet, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + uniform_restricted = list(/obj/item/clothing/under/marine/veteran/mercenary) + item_state_slots = list(WEAR_JACKET = "mercenary_miner_armor") + +/obj/item/clothing/suit/storage/marine/veteran/mercenary/support + name = "\improper Z7 armored vest" + desc = "A set of blue armor with yellow highlights built for protection while building or carrying out medical treatment in highly dangerous environments. It is a specialized uniform of an unknown mercenary group working in the sector." + icon_state = "mercenary_engineer_armor" + item_state_slots = list(WEAR_JACKET = "mercenary_engineer_armor") + +/obj/item/clothing/suit/storage/marine/M3G/hefa + name = "\improper HEFA Knight armor" + desc = "A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight." + specialty = "HEFA Knight" + icon_state = "hefadier" + flags_atom = NO_NAME_OVERRIDE|NO_SNOW_TYPE + flags_item = NO_CRYO_STORE + flags_marine_armor = ARMOR_LAMP_OVERLAY + armor_bullet = CLOTHING_ARMOR_VERYHIGH + armor_melee = CLOTHING_ARMOR_VERYHIGH + armor_bomb = CLOTHING_ARMOR_GIGAHIGH + + +//=========================//PROVOST\\================================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/MP/provost + name = "\improper M3 pattern Provost armor" + desc = "A standard Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." + icon_state = "pvmedium" + item_state_slots = list(WEAR_JACKET = "pvmedium") + slowdown = SLOWDOWN_ARMOR_LIGHT + armor_bullet = CLOTHING_ARMOR_MEDIUM + armor_laser = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUMHIGH + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUM + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + storage_slots = 3 + +/obj/item/clothing/suit/storage/marine/MP/provost/tml + name = "\improper M3 pattern Senior Provost armor" + desc = "A more refined Provost M3 Pattern Chestplate for senior officers. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." + icon_state = "pvleader" + item_state_slots = list(WEAR_JACKET = "pvleader") + +/obj/item/clothing/suit/storage/marine/MP/provost/marshal + name = "\improper M5 pattern Provost Marshal armor" + desc = "A custom fit luxury armor suit for Provost Marshals. Useful for letting your men know who is in charge when taking to the field." + icon_state = "pvmarshal" + item_state_slots = list(WEAR_JACKET = "pvmarshal") + w_class = SIZE_MEDIUM + storage_slots = 4 + +/obj/item/clothing/suit/storage/marine/MP/provost/light + name = "\improper M3 pattern Provost light armor" + desc = "A lighter Provost M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." + icon_state = "pvlight" + item_state_slots = list(WEAR_JACKET = "pvlight") + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT + +/obj/item/clothing/suit/storage/marine/MP/provost/light/flexi + name = "\improper M3 pattern Provost flexi-armor" + desc = "A flexible and easy to store M3 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects and accidents. It has a small leather pouch strapped to it for limited storage." + w_class = SIZE_MEDIUM + icon_state = "pvlight_2" + item_state_slots = list(WEAR_JACKET = "pvlight_2") + storage_slots = 2 + +//================//UNITED AMERICAS ALLIED COMMAND\\=====================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/uaac/tis/sa + name = "\improper M3 pattern UAAC-TIS Special Agent Armor" + desc = "A modified luxury armor, originally meant for a USCM Provost Marshall, modified to use the colors and insignia of the TIS. The Three Eyes is technically able to requisition any equipment or personnel to fulfill its mission and often uses this privilege to outfit their agents with high-quality gear from other UA military forces." + icon_state = "tis" + item_state_slots = list(WEAR_JACKET = "tis") + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_laser = CLOTHING_ARMOR_LOW + armor_energy = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUMLOW + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LIGHT + flags_atom = NO_SNOW_TYPE|NO_NAME_OVERRIDE + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine/, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/explosive/grenade, + /obj/item/device/binoculars, + /obj/item/attachable/bayonet, + /obj/item/storage/backpack/general_belt, + /obj/item/device/hailer, + /obj/item/storage/belt/gun, + /obj/item/weapon/sword/ceremonial, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + uniform_restricted = list(/obj/item/clothing/under/uaac/tis) + +//================//UNITED AMERICAS RIOT CONTROL\\=====================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/veteran/ua_riot + name = "\improper UA-M1 body armor" + desc = "Based on the M-3 pattern employed by the USCM, the UA-M1 body armor is employed by UA security, riot control and union-busting teams. While robust against melee and bullet attacks, it critically lacks coverage of the legs and arms." + icon_state = "ua_riot" + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + armor_melee = CLOTHING_ARMOR_MEDIUMHIGH + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_energy = CLOTHING_ARMOR_MEDIUM + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + slowdown = SLOWDOWN_ARMOR_VERY_LIGHT // it's lighter + uniform_restricted = list(/obj/item/clothing/under/marine/ua_riot) + flags_atom = NO_SNOW_TYPE + +//================//=ROYAL MARINES=\\====================================\\ +//=======================================================================\\ + +/obj/item/clothing/suit/storage/marine/veteran/royal_marine + name = "kestrel armoured vest" + desc = "A customizable personal armor system used by the Three World Empire's Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC's M3 pattern personal armor in their Tokonigara lab to create an armor systemed to suit the unique needs of the Three World Empire's smaller but better equipped Royal Marines." + icon_state = "rmc_light" + item_state = "rmc_light" + flags_atom = NO_NAME_OVERRIDE|NO_SNOW_TYPE + allowed = list( + /obj/item/weapon/gun, + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine/, + /obj/item/weapon/baton, + /obj/item/handcuffs, + /obj/item/storage/fancy/cigarettes, + /obj/item/tool/lighter, + /obj/item/explosive/grenade, + /obj/item/storage/bible, + /obj/item/weapon/sword/machete, + /obj/item/attachable/bayonet, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + +/obj/item/clothing/suit/storage/marine/veteran/royal_marine/light //RMC Rifleman Armor + icon_state = "rmc_light" + item_state = "rmc_light" + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_energy = CLOTHING_ARMOR_MEDIUMLOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + slowdown = SLOWDOWN_ARMOR_LIGHT + +/obj/item/clothing/suit/storage/marine/veteran/royal_marine/light/team_leader //RMC TL & LT Armor + name = "kestrel armoured carry vest" + icon_state = "rmc_light_padded" + item_state = "rmc_light_padded" + storage_slots = 7 + +/obj/item/clothing/suit/storage/marine/veteran/royal_marine/smartgun //Smartgun Spec Armor + name = "kestrel armoured smartgun harness" + icon_state = "rmc_smartgun" + item_state = "rmc_smartgun" + flags_inventory = BLOCKSHARPOBJ|BLOCK_KNOCKDOWN|SMARTGUN_HARNESS + +/obj/item/clothing/suit/storage/marine/veteran/royal_marine/pointman //Pointman Spec Armor + name = "kestrel pointman armour" + desc = "A heavier version of the armor system used by the Three World Empire's Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC's M3 pattern personal armor in their Tokonigara lab to create an armor systemed to suit the unique needs of the Three World Empire's smaller but better equipped Royal Marines." + icon_state = "rmc_pointman" + item_state = "rmc_pointman" + armor_melee = CLOTHING_ARMOR_HIGH + armor_bullet = CLOTHING_ARMOR_HIGHPLUS + armor_bomb = CLOTHING_ARMOR_HIGHPLUS + armor_bio = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + storage_slots = 7 + slowdown = SLOWDOWN_ARMOR_LOWHEAVY + movement_compensation = SLOWDOWN_ARMOR_MEDIUM + +/atom/movable/marine_light + light_system = DIRECTIONAL_LIGHT + +//CBRN +/obj/item/clothing/suit/storage/marine/cbrn + name = "\improper M3-M armor" + desc = "While lacking the appearance of the M3 pattern armor worn in regular service, this armor piece is still a derivative of it. It has been heavily modified to fit over the MOPP suit with additional padding and Venlar composite layers removed, so as not to restrict the wearer’s movement. However, with the reduction of composite layers, the personal protection offered is less than desired with complaints having been lodged since 2165." + icon_state = "cbrn" + item_state = "cbrn" + slowdown = SLOWDOWN_ARMOR_HEAVY + armor_melee = CLOTHING_ARMOR_MEDIUM + armor_bullet = CLOTHING_ARMOR_MEDIUM + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_bio = CLOTHING_ARMOR_LOW + armor_rad =CLOTHING_ARMOR_MEDIUMLOW + armor_internaldamage = CLOTHING_ARMOR_LOW + flags_marine_armor = NO_FLAGS + flags_atom = NO_NAME_OVERRIDE|NO_SNOW_TYPE + flags_inventory = BLOCKSHARPOBJ + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN + uniform_restricted = list(/obj/item/clothing/under/marine/cbrn) + +/obj/item/clothing/suit/storage/marine/cbrn/advanced + slowdown = SLOWDOWN_ARMOR_LOWHEAVY + armor_melee = CLOTHING_ARMOR_HIGH + armor_bullet = CLOTHING_ARMOR_MEDIUMHIGH + armor_bomb = CLOTHING_ARMOR_ULTRAHIGH + armor_bio = CLOTHING_ARMOR_GIGAHIGHPLUS + armor_rad = CLOTHING_ARMOR_GIGAHIGHPLUS + armor_internaldamage = CLOTHING_ARMOR_HIGHPLUS diff --git a/code/modules/clothing/suits/marine_armor/ghillie.dm b/code/modules/clothing/suits/marine_armor/ghillie.dm new file mode 100644 index 000000000000..1f1b71227655 --- /dev/null +++ b/code/modules/clothing/suits/marine_armor/ghillie.dm @@ -0,0 +1,162 @@ +#define FULL_CAMOUFLAGE_ALPHA 15 + +/obj/item/clothing/suit/storage/marine/ghillie + name = "\improper M45 pattern ghillie armor" + desc = "A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight, but doesn't protect much." + icon_state = "ghillie_armor" + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + slowdown = SLOWDOWN_ARMOR_LIGHT + flags_marine_armor = ARMOR_LAMP_OVERLAY + flags_item = MOB_LOCK_ON_EQUIP + specialty = "M45 pattern ghillie" + valid_accessory_slots = list(ACCESSORY_SLOT_ARMBAND, ACCESSORY_SLOT_DECOR, ACCESSORY_SLOT_MEDAL, ACCESSORY_SLOT_PONCHO) + restricted_accessory_slots = list(ACCESSORY_SLOT_ARMBAND) + + var/camo_active = FALSE + var/hide_in_progress = FALSE + var/full_camo_alpha = FULL_CAMOUFLAGE_ALPHA + var/incremental_shooting_camo_penalty = 35 + var/current_camo = FULL_CAMOUFLAGE_ALPHA + var/camouflage_break = 5 SECONDS + var/camouflage_enter_delay = 4 SECONDS + var/can_camo = TRUE + + actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/specialist/prepare_position) + +/obj/item/clothing/suit/storage/marine/ghillie/dropped(mob/user) + if(ishuman(user) && !issynth(user)) + deactivate_camouflage(user, FALSE) + + . = ..() + +/obj/item/clothing/suit/storage/marine/ghillie/verb/camouflage() + set name = "Prepare Position" + set desc = "Use the ghillie suit and the nearby environment to become near invisible." + set category = "Object" + set src in usr + if(!usr || usr.is_mob_incapacitated(TRUE)) + return + + if(!ishuman(usr) || hide_in_progress || !can_camo) + return + var/mob/living/carbon/human/H = usr + if(!skillcheck(H, SKILL_SPEC_WEAPONS, SKILL_SPEC_ALL) && H.skills.get_skill_level(SKILL_SPEC_WEAPONS) != SKILL_SPEC_SNIPER && !(GLOB.character_traits[/datum/character_trait/skills/spotter] in H.traits)) + to_chat(H, SPAN_WARNING("You don't seem to know how to use [src]...")) + return + if(H.wear_suit != src) + to_chat(H, SPAN_WARNING("You must be wearing the ghillie suit to activate it!")) + return + + if(camo_active) + deactivate_camouflage(H) + return + + H.visible_message(SPAN_DANGER("[H] goes prone, and begins adjusting \his ghillie suit!"), SPAN_NOTICE("You go prone, and begins adjusting your ghillie suit."), max_distance = 4) + hide_in_progress = TRUE + H.unset_interaction() // If we're sticking to a machine gun or what not. + if(!do_after(H, camouflage_enter_delay, INTERRUPT_NO_NEEDHAND|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD)) + hide_in_progress = FALSE + return + hide_in_progress = FALSE + RegisterSignal(H, list( + COMSIG_MOB_FIRED_GUN, + COMSIG_MOB_FIRED_GUN_ATTACHMENT) + , PROC_REF(fade_in)) + RegisterSignal(H, list( + COMSIG_MOB_DEATH, + COMSIG_HUMAN_EXTINGUISH + ), PROC_REF(deactivate_camouflage)) + camo_active = TRUE + H.alpha = full_camo_alpha + H.FF_hit_evade = 1000 + ADD_TRAIT(H, TRAIT_UNDENSE, SPECIALIST_GEAR_TRAIT) + + RegisterSignal(H, COMSIG_MOB_MOVE_OR_LOOK, PROC_REF(handle_mob_move_or_look)) + + var/datum/mob_hud/security/advanced/SA = GLOB.huds[MOB_HUD_SECURITY_ADVANCED] + SA.remove_from_hud(H) + var/datum/mob_hud/xeno_infection/XI = GLOB.huds[MOB_HUD_XENO_INFECTION] + XI.remove_from_hud(H) + + anim(H.loc, H, 'icons/mob/mob.dmi', null, "cloak", null, H.dir) + + +/obj/item/clothing/suit/storage/marine/ghillie/proc/deactivate_camouflage(mob/user) + SIGNAL_HANDLER + var/mob/living/carbon/human/H = user + if(!istype(H)) + return FALSE + + if(!camo_active) + return + + UnregisterSignal(H, list( + COMSIG_MOB_FIRED_GUN, + COMSIG_MOB_FIRED_GUN_ATTACHMENT, + COMSIG_MOB_DEATH, + COMSIG_HUMAN_EXTINGUISH, + COMSIG_MOB_MOVE_OR_LOOK + )) + + camo_active = FALSE + animate(H, alpha = initial(H.alpha), flags = ANIMATION_END_NOW) + H.FF_hit_evade = initial(H.FF_hit_evade) + REMOVE_TRAIT(H, TRAIT_UNDENSE, SPECIALIST_GEAR_TRAIT) + + var/datum/mob_hud/security/advanced/SA = GLOB.huds[MOB_HUD_SECURITY_ADVANCED] + SA.add_to_hud(H) + var/datum/mob_hud/xeno_infection/XI = GLOB.huds[MOB_HUD_XENO_INFECTION] + XI.add_to_hud(H) + + H.visible_message(SPAN_DANGER("[H]'s camouflage fails!"), SPAN_WARNING("Your camouflage fails!"), max_distance = 4) + +/obj/item/clothing/suit/storage/marine/ghillie/proc/fade_in(mob/user) + SIGNAL_HANDLER + var/mob/living/carbon/human/H = user + if(camo_active) + if(current_camo < full_camo_alpha) + current_camo = full_camo_alpha + current_camo = clamp(current_camo + incremental_shooting_camo_penalty, full_camo_alpha, 255) + H.alpha = current_camo + addtimer(CALLBACK(src, PROC_REF(fade_out_finish), H), camouflage_break, TIMER_OVERRIDE|TIMER_UNIQUE) + animate(H, alpha = full_camo_alpha + 5, time = camouflage_break, easing = LINEAR_EASING, flags = ANIMATION_END_NOW) + +/obj/item/clothing/suit/storage/marine/ghillie/proc/fade_out_finish(mob/living/carbon/human/H) + if(camo_active && H.wear_suit == src) + to_chat(H, SPAN_BOLDNOTICE("The smoke clears and your position is once again hidden completely!")) + animate(H, alpha = full_camo_alpha) + current_camo = full_camo_alpha + +/obj/item/clothing/suit/storage/marine/ghillie/proc/handle_mob_move_or_look(mob/living/mover, actually_moving, direction, specific_direction) + SIGNAL_HANDLER + + if(camo_active && actually_moving) + deactivate_camouflage(mover) + +/datum/action/item_action/specialist/prepare_position + ability_primacy = SPEC_PRIMARY_ACTION_1 + +/datum/action/item_action/specialist/prepare_position/New(mob/living/user, obj/item/holder) + ..() + name = "Prepare Position" + button.name = name + button.overlays.Cut() + var/image/IMG = image('icons/mob/hud/actions.dmi', button, "prepare_position") + button.overlays += IMG + +/datum/action/item_action/specialist/prepare_position/can_use_action() + var/mob/living/carbon/human/H = owner + if(istype(H) && !H.is_mob_incapacitated() && H.body_position == STANDING_UP && holder_item == H.wear_suit) + return TRUE + +/datum/action/item_action/specialist/prepare_position/action_activate() + var/obj/item/clothing/suit/storage/marine/ghillie/GS = holder_item + GS.camouflage() + +#undef FULL_CAMOUFLAGE_ALPHA + +/obj/item/clothing/suit/storage/marine/ghillie/forecon + name = "UDEP Thermal Poncho" + desc = "UDEP or the Ultra Diffusive Environmental Poncho is a camouflaged rain-cover worn to protect against the elements and chemical spills. It's commonly treated with an infrared absorbing coating, making a marine almost invisible in the rain. Favoured by USCM specialists for it's comfort and practicality." + icon_state = "mercenary_miner_armor" + flags_atom = MOB_LOCK_ON_EQUIP|NO_SNOW_TYPE|NO_NAME_OVERRIDE diff --git a/code/modules/clothing/suits/marine_armor/intel.dm b/code/modules/clothing/suits/marine_armor/intel.dm new file mode 100644 index 000000000000..b3f0f93e004d --- /dev/null +++ b/code/modules/clothing/suits/marine_armor/intel.dm @@ -0,0 +1,118 @@ +/obj/item/clothing/suit/storage/marine/medium/rto/intel + name = "\improper XM4 pattern intelligence officer armor" + uniform_restricted = list(/obj/item/clothing/under/marine/officer/intel) + specialty = "XM4 pattern intel" + desc = "Tougher than steel, quieter than whispers, the XM4 Intel Armor provides capable protection combined with an experimental integrated motion tracker. It took an R&D team a weekend to develop and costs more than the Chinook Station... probably. When worn, uniform accessories such as webbing cannot be attached due to the motion sensors occupying the clips." + desc_lore = "ARMAT Perfection. The XM4 Soldier Awareness System mixes M4-style hard armor and a distributed series of motion sensors clipped onto the breastplate. When connected to any HUD optic, it replicates the effects of an M314 Motion Detector unit, increasing user situational awareness. It is currently undergoing field trials by intelligence operatives." + storage_slots = 5 + /// XM4 Integral Motion Detector Ability + actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/intel/toggle_motion_detector) + var/motion_detector = FALSE + var/obj/item/device/motiondetector/xm4/proximity + var/long_range_cooldown = 2 + var/recycletime = 120 + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/Initialize(mapload, ...) + . = ..() + proximity = new(src) + update_icon() + +/datum/action/item_action/intel/action_activate() + if(!ishuman(owner)) + return + +/datum/action/item_action/intel/update_button_icon() + return + +/datum/action/item_action/intel/toggle_motion_detector/New(Target, obj/item/holder) + . = ..() + name = "Toggle Motion Detector" + action_icon_state = "motion_detector" + button.name = name + button.overlays.Cut() + button.overlays += image('icons/mob/hud/actions.dmi', button, action_icon_state) + +/datum/action/item_action/intel/toggle_motion_detector/action_activate() + . = ..() + var/obj/item/clothing/suit/storage/marine/medium/rto/intel/recon = holder_item + recon.toggle_motion_detector(owner) + +/datum/action/item_action/intel/toggle_motion_detector/proc/update_icon() + if(!holder_item) + return + var/obj/item/clothing/suit/storage/marine/medium/rto/intel/recon = holder_item + if(recon.motion_detector) + button.icon_state = "template_on" + else + button.icon_state = "template" + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/process() + if(!motion_detector) + STOP_PROCESSING(SSobj, src) + if(motion_detector) + recycletime-- + if(!recycletime) + recycletime = initial(recycletime) + proximity.refresh_blip_pool() + long_range_cooldown-- + if(long_range_cooldown) + return + long_range_cooldown = initial(long_range_cooldown) + proximity.scan() + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/proc/toggle_motion_detector(mob/user) + to_chat(user,SPAN_NOTICE("You [motion_detector? "disable" : "enable"] \the [src]'s motion detector.")) + if(!motion_detector) + playsound(loc,'sound/items/detector_turn_on.ogg', 25, 1) + else + playsound(loc,'sound/items/detector_turn_off.ogg', 25, 1) + motion_detector = !motion_detector + var/datum/action/item_action/intel/toggle_motion_detector/TMD = locate(/datum/action/item_action/intel/toggle_motion_detector) in actions + TMD.update_icon() + motion_detector() + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/proc/motion_detector() + if(motion_detector) + START_PROCESSING(SSobj, src) + else + STOP_PROCESSING(SSobj, src) + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/mob_can_equip(mob/living/carbon/human/user, slot, disable_warning) //Thanks to Drathek for the help on this part! + if(!..()) + return FALSE + + // Only equip if uniform doesn't already have a utility accessory slot equipped + var/obj/item/clothing/under/uniform = user.w_uniform + var/accessory = locate(/obj/item/clothing/accessory/storage) in uniform.accessories + if(accessory) + to_chat(user, SPAN_WARNING("[src] can't be worn with [accessory].")) + return FALSE + // Only equip if user has expert intel skill level + if(!skillcheck(user, SKILL_INTEL, SKILL_INTEL_EXPERT)) + to_chat(user, SPAN_WARNING("You don't seem to know how to use [src]...")) + return FALSE + return TRUE + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/equipped(mob/user, slot, silent) //When XM4 is equipped this removes ACCESSORY_SLOT_UTILITY as a valid accessory for the uniform + . = ..() + if(slot == WEAR_JACKET) + var/mob/living/carbon/human/human = user + var/obj/item/clothing/under/uniform = human.w_uniform + if(uniform?.valid_accessory_slots) + uniform?.valid_accessory_slots -= ACCESSORY_SLOT_UTILITY + +/obj/item/clothing/suit/storage/marine/medium/rto/intel/unequipped(mob/user, slot) //When unequipped this adds the ACCESSORY_SLOT_UTILITY back as a valid accessory + . = ..() + if(slot == WEAR_JACKET) + var/mob/living/carbon/human/human = user + var/obj/item/clothing/under/uniform = human.w_uniform + if(uniform) + // Figure out if the uniform originally allowed ACCESSORY_SLOT_UTILITY + var/obj/item/clothing/under/temp_uniform = new uniform.type + if(temp_uniform.valid_accessory_slots) + for(var/allowed in temp_uniform.valid_accessory_slots) + if(allowed == ACCESSORY_SLOT_UTILITY) + // It was allowed previously, now add it back + uniform.valid_accessory_slots += ACCESSORY_SLOT_UTILITY + break + qdel(temp_uniform) diff --git a/code/modules/clothing/suits/marine_armor/smartgunner.dm b/code/modules/clothing/suits/marine_armor/smartgunner.dm new file mode 100644 index 000000000000..430942fbbef8 --- /dev/null +++ b/code/modules/clothing/suits/marine_armor/smartgunner.dm @@ -0,0 +1,60 @@ +/obj/item/clothing/suit/storage/marine/smartgunner + name = "\improper M56 combat harness" + desc = "A heavy protective vest designed to be worn with the M56 Smartgun System. \nIt has specially designed straps and reinforcement to carry the Smartgun and accessories." + icon_state = "8" + item_state = "armor" + armor_laser = CLOTHING_ARMOR_LOW + armor_bomb = CLOTHING_ARMOR_MEDIUM + armor_rad = CLOTHING_ARMOR_MEDIUM + storage_slots = 2 + slowdown = SLOWDOWN_ARMOR_LIGHT + flags_inventory = BLOCKSHARPOBJ|SMARTGUN_HARNESS + allowed = list( + /obj/item/tank/emergency_oxygen, + /obj/item/device/flashlight, + /obj/item/ammo_magazine, + /obj/item/explosive/mine, + /obj/item/attachable/bayonet, + /obj/item/weapon/gun/smartgun, + /obj/item/storage/backpack/general_belt, + /obj/item/device/motiondetector, + /obj/item/device/walkman, + ) + +/obj/item/clothing/suit/storage/marine/smartgunner/Initialize() + . = ..() + if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD] && name == "M56 combat harness") + name = "M56 snow combat harness" + else + name = "M56 combat harness" + //select_gamemode_skin(type) + +/obj/item/clothing/suit/storage/marine/smartgunner/mob_can_equip(mob/equipping_mob, slot, disable_warning = FALSE) + . = ..() + + if(equipping_mob.back) + to_chat(equipping_mob, SPAN_WARNING("You can't equip [src] while wearing a backpack.")) + return FALSE + +/obj/item/clothing/suit/storage/marine/smartgunner/equipped(mob/user, slot, silent) + . = ..() + + if(slot == WEAR_JACKET) + RegisterSignal(user, COMSIG_HUMAN_ATTEMPTING_EQUIP, PROC_REF(check_equipping)) + +/obj/item/clothing/suit/storage/marine/smartgunner/proc/check_equipping(mob/living/carbon/human/equipping_human, obj/item/equipping_item, slot) + SIGNAL_HANDLER + + if(slot != WEAR_BACK) + return + + . = COMPONENT_HUMAN_CANCEL_ATTEMPT_EQUIP + + if(equipping_item.flags_equip_slot == SLOT_BACK) + to_chat(equipping_human, SPAN_WARNING("You can't equip [equipping_item] on your back while wearing [src].")) + return + +/obj/item/clothing/suit/storage/marine/smartgunner/unequipped(mob/user, slot) + . = ..() + + UnregisterSignal(user, COMSIG_HUMAN_ATTEMPTING_EQUIP) diff --git a/code/modules/clothing/suits/marine_armor/spec_fire.dm b/code/modules/clothing/suits/marine_armor/spec_fire.dm new file mode 100644 index 000000000000..4d577cc98b15 --- /dev/null +++ b/code/modules/clothing/suits/marine_armor/spec_fire.dm @@ -0,0 +1,150 @@ +#define FIRE_SHIELD_CD 150 + +/obj/item/clothing/suit/storage/marine/M35 + name = "\improper M35 pyrotechnician armor" + desc = "A custom set of M35 armor designed for use by USCM Pyrotechnicians." + icon_state = "pyro_armor" + armor_bio = CLOTHING_ARMOR_MEDIUMHIGH + armor_internaldamage = CLOTHING_ARMOR_MEDIUMHIGH + fire_intensity_resistance = BURN_LEVEL_TIER_1 + max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROT + flags_armor_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_cold_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_heat_protection = BODY_FLAG_CHEST|BODY_FLAG_GROIN|BODY_FLAG_ARMS|BODY_FLAG_LEGS|BODY_FLAG_FEET + flags_item = MOB_LOCK_ON_EQUIP|NO_CRYO_STORE + specialty = "M35 pyrotechnician" + actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/specialist/fire_shield) + unacidable = TRUE + var/fire_shield_on = FALSE + var/can_activate = TRUE + +/obj/item/clothing/suit/storage/marine/M35/equipped(mob/user, slot) + if(slot == WEAR_JACKET) + RegisterSignal(user, COMSIG_LIVING_FLAMER_CROSSED, PROC_REF(flamer_fire_callback)) + ..() + +/obj/item/clothing/suit/storage/marine/M35/verb/fire_shield() + set name = "Activate Fire Shield" + set desc = "Activate your armor's FIREWALK protocol for a short duration." + set category = "Pyro" + set src in usr + if(!usr || usr.is_mob_incapacitated(TRUE)) + return + if(!ishuman(usr)) + return + var/mob/living/carbon/human/H = usr + + if(H.wear_suit != src) + to_chat(H, SPAN_WARNING("You must be wearing the M35 pyro armor to activate FIREWALK protocol!")) + return + + if(!skillcheck(H, SKILL_SPEC_WEAPONS, SKILL_SPEC_ALL) && H.skills.get_skill_level(SKILL_SPEC_WEAPONS) != SKILL_SPEC_PYRO) + to_chat(H, SPAN_WARNING("You don't seem to know how to use [src]...")) + return + + if(fire_shield_on) + to_chat(H, SPAN_WARNING("You already have FIREWALK protocol activated!")) + return + + if(!can_activate) + to_chat(H, SPAN_WARNING("FIREWALK protocol was recently activated, wait before trying to activate it again.")) + return + + to_chat(H, SPAN_NOTICE("FIREWALK protocol has been activated. You will now be immune to fire for 6 seconds!")) + RegisterSignal(H, COMSIG_LIVING_PREIGNITION, PROC_REF(fire_shield_is_on)) + RegisterSignal(H, list( + COMSIG_LIVING_FLAMER_FLAMED, + ), PROC_REF(flamer_fire_callback)) + fire_shield_on = TRUE + can_activate = FALSE + for(var/X in actions) + var/datum/action/A = X + A.update_button_icon() + addtimer(CALLBACK(src, PROC_REF(end_fire_shield), H), 6 SECONDS) + + H.add_filter("firewalk_on", 1, list("type" = "outline", "color" = "#03fcc6", "size" = 1)) + +/obj/item/clothing/suit/storage/marine/M35/proc/end_fire_shield(mob/living/carbon/human/user) + if(!istype(user)) + return + to_chat(user, SPAN_NOTICE("FIREWALK protocol has finished.")) + UnregisterSignal(user, list( + COMSIG_LIVING_PREIGNITION, + COMSIG_LIVING_FLAMER_FLAMED, + )) + fire_shield_on = FALSE + + user.remove_filter("firewalk_on") + + addtimer(CALLBACK(src, PROC_REF(enable_fire_shield), user), FIRE_SHIELD_CD) + +/obj/item/clothing/suit/storage/marine/M35/proc/enable_fire_shield(mob/living/carbon/human/user) + if(!istype(user)) + return + to_chat(user, SPAN_NOTICE("FIREWALK protocol can be activated again.")) + can_activate = TRUE + + for(var/X in actions) + var/datum/action/A = X + A.update_button_icon() + +/// This proc is solely so that IgniteMob() fails +/obj/item/clothing/suit/storage/marine/M35/proc/fire_shield_is_on(mob/living/L) + SIGNAL_HANDLER + + if(L.fire_reagent?.fire_penetrating) + return + + return COMPONENT_CANCEL_IGNITION + +/obj/item/clothing/suit/storage/marine/M35/proc/flamer_fire_callback(mob/living/L, datum/reagent/R) + SIGNAL_HANDLER + + if(R.fire_penetrating) + return + + . = COMPONENT_NO_IGNITE + if(fire_shield_on) + . |= COMPONENT_NO_BURN + +/obj/item/clothing/suit/storage/marine/M35/dropped(mob/user) + if (!istype(user)) + return + UnregisterSignal(user, list( + COMSIG_LIVING_PREIGNITION, + COMSIG_LIVING_FLAMER_CROSSED, + COMSIG_LIVING_FLAMER_FLAMED, + )) + ..() + +#undef FIRE_SHIELD_CD + +/datum/action/item_action/specialist/fire_shield + ability_primacy = SPEC_PRIMARY_ACTION_2 + +/datum/action/item_action/specialist/fire_shield/New(mob/living/user, obj/item/holder) + ..() + name = "Activate Fire Shield" + button.name = name + button.overlays.Cut() + var/image/IMG = image('icons/obj/items/clothing/cm_suits.dmi', button, "pyro_armor") + button.overlays += IMG + +/datum/action/item_action/specialist/fire_shield/action_cooldown_check() + var/obj/item/clothing/suit/storage/marine/M35/armor = holder_item + if (!istype(armor)) + return FALSE + + return !armor.can_activate + +/datum/action/item_action/specialist/fire_shield/can_use_action() + var/mob/living/carbon/human/H = owner + if(istype(H) && !H.is_mob_incapacitated() && H.wear_suit == holder_item) + return TRUE + +/datum/action/item_action/specialist/fire_shield/action_activate() + var/obj/item/clothing/suit/storage/marine/M35/armor = holder_item + if (!istype(armor)) + return + + armor.fire_shield() diff --git a/colonialmarines.dme b/colonialmarines.dme index 12862cb2c544..7569f131d1ec 100644 --- a/colonialmarines.dme +++ b/colonialmarines.dme @@ -1569,11 +1569,16 @@ #include "code\modules\clothing\suits\bio.dm" #include "code\modules\clothing\suits\jobs.dm" #include "code\modules\clothing\suits\labcoat.dm" -#include "code\modules\clothing\suits\marine_armor.dm" #include "code\modules\clothing\suits\marine_coat.dm" #include "code\modules\clothing\suits\miscellaneous.dm" #include "code\modules\clothing\suits\storage.dm" #include "code\modules\clothing\suits\utility.dm" +#include "code\modules\clothing\suits\marine_armor\_marine_armor.dm" +#include "code\modules\clothing\suits\marine_armor\ert.dm" +#include "code\modules\clothing\suits\marine_armor\ghillie.dm" +#include "code\modules\clothing\suits\marine_armor\intel.dm" +#include "code\modules\clothing\suits\marine_armor\smartgunner.dm" +#include "code\modules\clothing\suits\marine_armor\spec_fire.dm" #include "code\modules\clothing\under\color.dm" #include "code\modules\clothing\under\gimmick.dm" #include "code\modules\clothing\under\marine_uniform.dm"