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remove WOUND and CONSUME damage types (#594)
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Kapu1178 authored Sep 14, 2023
1 parent 5d8e136 commit dc402cc
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Showing 27 changed files with 98 additions and 115 deletions.
4 changes: 0 additions & 4 deletions code/__DEFINES/combat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -35,10 +35,6 @@
#define FIRE "fire"
/// Involves corrosive substances.
#define ACID "acid"
/// Involved in checking the likelyhood of applying a wound to a mob.
#define WOUND "wound"
/// Involves being eaten
#define CONSUME "consume"

//bitflag damage defines used for suicide_act
#define BRUTELOSS (1<<0)
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28 changes: 11 additions & 17 deletions code/datums/armor.dm
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[fire]-[acid]-[wound]-[consume]"
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[fire]-[acid]"

/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0, wound = 0, consume = 0)
/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0)
. = locate(ARMORID)
if (!.)
. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, fire, acid, wound, consume)
. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, fire, acid)

///Retreive an atom's armor, creating it if it doesn't exist
/atom/proc/returnArmor() //This is copypasted to physiology/proc/returnArmor()!!! update it too!!!
Expand All @@ -28,10 +28,8 @@
var/bio
var/fire
var/acid
var/wound
var/consume

/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0, wound = 0, consume = 0)
/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0)
src.melee = melee
src.bullet = bullet
src.laser = laser
Expand All @@ -40,15 +38,13 @@
src.bio = bio
src.fire = fire
src.acid = acid
src.wound = wound
src.consume = consume
GenerateTag()

/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0, wound = 0, consume = 0)
return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.fire+fire, src.acid+acid, src.wound+wound, src.consume+consume)
/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, fire = 0, acid = 0)
return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.fire+fire, src.acid+acid)

/datum/armor/proc/modifyAllRatings(modifier = 0)
return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, fire+modifier, acid+modifier, wound+modifier, consume+modifier)
return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, fire+modifier, acid+modifier)

/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, fire, acid, wound, consume)
return getArmor((isnull(melee) ? src.melee : melee),\
Expand All @@ -58,21 +54,19 @@
(isnull(bomb) ? src.bomb : bomb),\
(isnull(bio) ? src.bio : bio),\
(isnull(fire) ? src.fire : fire),\
(isnull(acid) ? src.acid : acid),\
(isnull(wound) ? src.wound : wound),\
(isnull(consume) ? src.consume : consume))
(isnull(acid) ? src.acid : acid))

/datum/armor/proc/getRating(rating)
return vars[rating]

/datum/armor/proc/getList()
return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, FIRE = fire, ACID = acid, WOUND = wound, CONSUME = consume)
return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, FIRE = fire, ACID = acid)

/datum/armor/proc/attachArmor(datum/armor/AA)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, fire+AA.fire, acid+AA.acid, wound+AA.wound, consume+AA.consume)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, fire+AA.fire, acid+AA.acid)

/datum/armor/proc/detachArmor(datum/armor/AA)
return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, fire-AA.fire, acid-AA.acid, wound-AA.wound, consume-AA.consume)
return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, fire-AA.fire, acid-AA.acid)

/datum/armor/GenerateTag()
. = ..()
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35 changes: 14 additions & 21 deletions code/modules/clothing/clothing.dm
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,7 @@
/obj/item/food/clothing/proc/after_eat(mob/eater)
var/obj/item/clothing/resolved_clothing = clothing.resolve()
if (resolved_clothing)
resolved_clothing.take_damage(MOTH_EATING_CLOTHING_DAMAGE, sound_effect = FALSE, damage_flag = CONSUME)
resolved_clothing.take_damage(MOTH_EATING_CLOTHING_DAMAGE, sound_effect = FALSE, damage_flag = BOMB, armour_penetration = 100) //This leaves clothing shreds.
else
qdel(src)

Expand Down Expand Up @@ -547,26 +547,19 @@ BLIND // can't see anything
//so the shred survives potential turf change from the explosion.
addtimer(CALLBACK(src, PROC_REF(_spawn_shreds)), 1)
deconstruct(FALSE)
if(damage_flag == CONSUME) //This allows for moths to fully consume clothing, rather than damaging it like other sources like brute
var/turf/current_position = get_turf(src)
new /obj/effect/decal/cleanable/shreds(current_position, name)
if(isliving(loc))
var/mob/living/possessing_mob = loc
possessing_mob.visible_message(span_danger("[src] is consumed until naught but shreds remains!"), span_boldwarning("[src] falls apart into little bits!"))
deconstruct(FALSE)
else
body_parts_covered = NONE
slot_flags = NONE
update_clothes_damaged_state(CLOTHING_SHREDDED)
if(isliving(loc))
var/mob/living/M = loc
if(src in M.get_equipped_items(FALSE)) //make sure they were wearing it and not attacking the item in their hands
M.visible_message(span_danger("[M]'s [src.name] fall[p_s()] off, [p_theyre()] completely shredded!"), span_warning("<b>Your [src.name] fall[p_s()] off, [p_theyre()] completely shredded!</b>"), vision_distance = COMBAT_MESSAGE_RANGE)
M.dropItemToGround(src)
else
M.visible_message(span_danger("[src] fall[p_s()] apart, completely shredded!"), vision_distance = COMBAT_MESSAGE_RANGE)
name = "shredded [initial(name)]" // change the name -after- the message, not before.
update_appearance()

body_parts_covered = NONE
slot_flags = NONE
update_clothes_damaged_state(CLOTHING_SHREDDED)
if(isliving(loc))
var/mob/living/M = loc
if(src in M.get_equipped_items(FALSE)) //make sure they were wearing it and not attacking the item in their hands
M.visible_message(span_danger("[M]'s [src.name] fall[p_s()] off, [p_theyre()] completely shredded!"), span_warning("<b>Your [src.name] fall[p_s()] off, [p_theyre()] completely shredded!</b>"), vision_distance = COMBAT_MESSAGE_RANGE)
M.dropItemToGround(src)
else
M.visible_message(span_danger("[src] fall[p_s()] apart, completely shredded!"), vision_distance = COMBAT_MESSAGE_RANGE)
name = "shredded [initial(name)]" // change the name -after- the message, not before.
update_appearance()
SEND_SIGNAL(src, COMSIG_ATOM_DESTRUCTION, damage_flag)

/// If we're a clothing with at least 1 shredded/disabled zone, give the wearer a periodic heads up letting them know their clothes are damaged
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2 changes: 1 addition & 1 deletion code/modules/clothing/head/crown.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50, WOUND = 5)
armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF


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2 changes: 1 addition & 1 deletion code/modules/clothing/head/hardhat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
inhand_icon_state = "hardhat0_yellow"
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50) // surprisingly robust against head trauma
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
clothing_flags = SNUG_FIT | STACKABLE_HELMET_EXEMPT
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20 changes: 10 additions & 10 deletions code/modules/clothing/head/helmet.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
inhand_icon_state = "helmet"
armor = list(MELEE = 35, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
armor = list(MELEE = 35, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
Expand Down Expand Up @@ -50,7 +50,7 @@
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "helmetalt"
inhand_icon_state = "helmetalt"
armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, FIRE = 50, ACID = 50, WOUND = 5)
armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, FIRE = 50, ACID = 50)
dog_fashion = null
supports_variations_flags = CLOTHING_TESHARI_VARIATION | CLOTHING_VOX_VARIATION

Expand All @@ -63,7 +63,7 @@
desc = "A tactical black helmet, sealed from outside hazards with a plate of glass and not much else."
icon_state = "marine_command"
inhand_icon_state = "helmetalt"
armor = list(MELEE = 50, BULLET = 50, LASER = 30, ENERGY = 25, BOMB = 50, BIO = 100, FIRE = 40, ACID = 50, WOUND = 20)
armor = list(MELEE = 50, BULLET = 50, LASER = 30, ENERGY = 25, BOMB = 50, BIO = 100, FIRE = 40, ACID = 50)
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT
resistance_flags = FIRE_PROOF | ACID_PROOF
Expand Down Expand Up @@ -105,7 +105,7 @@
toggle_message = "You pull the visor down on"
alt_toggle_message = "You push the visor up on"
can_toggle = 1
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80, WOUND = 15)
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEEARS|HIDEFACE|HIDESNOUT
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
Expand Down Expand Up @@ -179,7 +179,7 @@
desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern."
icon_state = "swatsyndie"
inhand_icon_state = "swatsyndie"
armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, FIRE = 100, ACID = 100, WOUND = 15)
armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, FIRE = 100, ACID = 100)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
Expand Down Expand Up @@ -242,7 +242,7 @@
desc = "An ancient helmet made of bronze and leather."
flags_inv = HIDEEARS|HIDEHAIR
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 25, BULLET = 0, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 100, ACID = 50, WOUND = 5)
armor = list(MELEE = 25, BULLET = 0, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
inhand_icon_state = "roman"
Expand Down Expand Up @@ -339,15 +339,15 @@
icon_state = "durathread"
inhand_icon_state = "durathread"
resistance_flags = FLAMMABLE
armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, FIRE = 40, ACID = 50, WOUND = 5)
armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, FIRE = 40, ACID = 50)
strip_delay = 60

/obj/item/clothing/head/helmet/rus_helmet
name = "russian helmet"
desc = "It can hold a bottle of vodka."
icon_state = "rus_helmet"
inhand_icon_state = "rus_helmet"
armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 20, ACID = 50, WOUND = 5)
armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 20, ACID = 50)

/obj/item/clothing/head/helmet/rus_helmet/Initialize(mapload)
. = ..()
Expand All @@ -362,7 +362,7 @@
body_parts_covered = HEAD
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, FIRE = -10, ACID = 50, WOUND = 5)
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, FIRE = -10, ACID = 50)

/obj/item/clothing/head/helmet/infiltrator
name = "infiltrator helmet"
Expand All @@ -382,7 +382,7 @@
desc = "A superb helmet made with the toughest and rarest materials available to man."
icon_state = "h2helmet"
inhand_icon_state = "h2helmet"
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, FIRE = 65, ACID = 40, WOUND = 15)
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, FIRE = 65, ACID = 40)
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
Expand Down
16 changes: 8 additions & 8 deletions code/modules/clothing/head/jobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@
icon_state = "captain"
inhand_icon_state = "that"
flags_inv = 0
armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 5)
armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
supports_variations_flags = CLOTHING_TESHARI_VARIATION | CLOTHING_VOX_VARIATION
Expand Down Expand Up @@ -96,7 +96,7 @@
/obj/item/clothing/head/fedora/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, FIRE = 30, ACID = 50, WOUND = 5)
armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, FIRE = 30, ACID = 50)
icon_state = "detective"
var/candy_cooldown = 0
dog_fashion = /datum/dog_fashion/head/detective
Expand Down Expand Up @@ -144,7 +144,7 @@
/obj/item/clothing/head/hos
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 10, FIRE = 50, ACID = 60, WOUND = 10)
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 10, FIRE = 50, ACID = 60)
icon_state = "hoscap"
strip_delay = 80
supports_variations_flags = CLOTHING_TESHARI_VARIATION | CLOTHING_VOX_VARIATION
Expand Down Expand Up @@ -175,7 +175,7 @@
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 30, ACID = 60, WOUND = 6)
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 30, ACID = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
supports_variations_flags = CLOTHING_TESHARI_VARIATION | CLOTHING_VOX_VARIATION
Expand All @@ -184,7 +184,7 @@
name = "warden's hat"
desc = "A warden's red hat. Looking at it gives you the feeling of wanting to keep people in cells for as long as possible."
icon_state = "wardenhat"
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 30, ACID = 60, WOUND = 6)
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 30, ACID = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden_red
supports_variations_flags = NONE
Expand Down Expand Up @@ -266,7 +266,7 @@
greyscale_config = /datum/greyscale_config/beret_badge
greyscale_config_worn = /datum/greyscale_config/beret_badge/worn
greyscale_colors = "#972A2A#F2F2F2"
armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 20, ACID = 50, WOUND = 4)
armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 20, ACID = 50)
strip_delay = 60
dog_fashion = null
flags_1 = NONE
Expand Down Expand Up @@ -367,7 +367,7 @@
greyscale_config = /datum/greyscale_config/beret_badge
greyscale_config_worn = /datum/greyscale_config/beret_badge/worn
greyscale_colors = "#C5D4F3#ECF1F8"
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, FIRE = 30, ACID = 5, WOUND = 4)
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, FIRE = 30, ACID = 5)

/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
Expand All @@ -387,7 +387,7 @@
greyscale_config = /datum/greyscale_config/beret_badge
greyscale_config_worn = /datum/greyscale_config/beret_badge/worn
greyscale_colors = "#397F3F#FFCE5B"
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 90, WOUND = 10)
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 90)
strip_delay = 10 SECONDS


Expand Down
2 changes: 1 addition & 1 deletion code/modules/clothing/spacesuits/hardsuits/_hardsuits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
icon_state = "hardsuit-engineering"
inhand_icon_state = "eng_hardsuit"
max_integrity = 300
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 50, ACID = 75, WOUND = 10)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 50, ACID = 75)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
siemens_coefficient = 0
actions_types = list(/datum/action/item_action/toggle_spacesuit, /datum/action/item_action/toggle_helmet)
Expand Down
8 changes: 4 additions & 4 deletions code/modules/clothing/spacesuits/hardsuits/engineering.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
inhand_icon_state = "eng_helm"
armor = list(MELEE = 15, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
armor = list(MELEE = 15, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75)
hardsuit_type = "engineering"
resistance_flags = FIRE_PROOF

Expand All @@ -16,7 +16,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
inhand_icon_state = "eng_hardsuit"
armor = list(MELEE = 15, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
armor = list(MELEE = 15, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
resistance_flags = FIRE_PROOF

Expand All @@ -42,7 +42,7 @@
icon_state = "hardsuit0-atmos"
inhand_icon_state = "atmo_helm"
hardsuit_type = "atmos"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT

Expand All @@ -51,7 +51,7 @@
desc = "A modified engineering hardsuit for work in a hazardous, low pressure environment. The radiation shielding plates were removed to allow for improved thermal protection instead."
icon_state = "hardsuit-atmos"
inhand_icon_state = "atmo_hardsuit"
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/atmos
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