|
4 | 4 | item_state = "eng_helm" |
5 | 5 | armor = list(MELEE = 35, BULLET = 15, LASER = 30,ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75) |
6 | 6 | syndicate = TRUE |
| 7 | + var/current_disguise = /obj/item/clothing/suit/space/hardsuit/infiltration |
| 8 | + var/new_type = "engineering" |
| 9 | + var/list/bad_hardsuits = list( |
| 10 | + /obj/item/clothing/suit/space/hardsuit/darktemplar, |
| 11 | + /obj/item/clothing/suit/space/hardsuit/darktemplar/chap, |
| 12 | + /obj/item/clothing/suit/space/hardsuit/cult, |
| 13 | + /obj/item/clothing/suit/space/hardsuit/syndi, |
| 14 | + /obj/item/clothing/suit/space/hardsuit/syndi/elite, |
| 15 | + /obj/item/clothing/suit/space/hardsuit/syndi/owl, |
| 16 | + /obj/item/clothing/suit/space/hardsuit/syndi/debug, |
| 17 | + /obj/item/clothing/suit/space/hardsuit/carp, |
| 18 | + /obj/item/clothing/suit/space/hardsuit/carp/dragon, |
| 19 | + /obj/item/clothing/suit/space/hardsuit/swat, |
| 20 | + /obj/item/clothing/suit/space/hardsuit/swat/captain, |
| 21 | + /obj/item/clothing/suit/space/hardsuit/ert/paranormal, |
| 22 | + /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor, |
| 23 | + /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker, |
| 24 | + /obj/item/clothing/suit/space/hardsuit/shielded/swat, |
| 25 | + /obj/item/clothing/suit/space/hardsuit/shielded/swat/honk, |
| 26 | + /obj/item/clothing/suit/space/hardsuit/deathsquad |
| 27 | + ) |
7 | 28 |
|
8 | 29 | /obj/item/clothing/head/helmet/space/hardsuit/infiltration/Initialize(mapload) |
9 | 30 | . = ..() |
10 | 31 | if(istype(loc, /obj/item/clothing/suit/space/hardsuit/infiltration)) |
11 | 32 | var/obj/item/clothing/suit/space/hardsuit/infiltration/I = loc |
12 | 33 | I.head_piece = src |
13 | 34 |
|
| 35 | +/obj/item/clothing/head/helmet/space/hardsuit/infiltration/attack_self(mob/user) |
| 36 | + if(bad_hardsuits.Find(current_disguise)) |
| 37 | + to_chat(user, span_warning("You can't use the hardsuit's helmet light with this current disguise, change to another one!")) |
| 38 | + else //Copied from original hardsuit attack_self and modified slightly |
| 39 | + on = !on |
| 40 | + icon_state = "[basestate][on]-[new_type]" |
| 41 | + user.update_inv_head() //so our mob-overlays update |
| 42 | + |
| 43 | + set_light_on(on) |
| 44 | + |
| 45 | + for(var/X in actions) |
| 46 | + var/datum/action/A = X |
| 47 | + A.build_all_button_icons() |
| 48 | + |
14 | 49 | /obj/item/clothing/suit/space/hardsuit/infiltration |
15 | 50 | name = "engineering hardsuit" |
16 | 51 | icon_state = "hardsuit-engineering" |
|
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