## ARCHETYPES
# Head-mounted light archetypes. These are the archetypes we've identified and group helmet lights into.
# Base types ClothingHeadLightBase and ClothingHeadSuitWithLightBase no longer have radius/energy specified,
# so using one of the below archetypes is required.

- type: entity
  abstract: true
  id: ClothingHeadLightParamsBasic # Basic, non-job specific, e.g. the firesuit helmet.
  components:
    - type: PointLight
      radius: 5
      energy: 1

- type: entity
  abstract: true
  id: ClothingHeadLightParamsIntermediate # Intermediate, intended for non-combat jobs.
  components:
    - type: PointLight
      radius: 5
      energy: 2

- type: entity
  abstract: true
  id: ClothingHeadLightParamsAdvanced # Advanced, intended for combatant jobs.
  components:
    - type: PointLight
      radius: 6
      energy: 3

- type: entity
  abstract: true
  id: ClothingHeadLightParamsProfessional # Professional, for e.g. CE, ERT, Mining hardsuit.
  components:
    - type: PointLight
      radius: 7
      energy: 2.5

- type: entity
  abstract: true
  id: ClothingHeadLightParamsFloodlight # Floodlight, for e.g. Advanced mining hardsuit.
  components:
    - type: PointLight
      radius: 9
      energy: 3

## END OF ARCHETYPES

#BSO Hardsuit
- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsAdvanced ]
  id: ClothingHeadHelmetHardsuitBlueshield
  categories: [ HideSpawnMenu ]
  name: blue shield hardsuit helmet
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/blueshield.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/blueshield.rsi
  - type: PointLight
    color: "#adeeff"
  - type: PressureProtection
    highPressureMultiplier: 0.45
    lowPressureMultiplier: 10000
  - type: Pierceable
    level: Metal
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.8
        Slash: 0.8
        Piercing: 0.8
  - type: Tag
    tags:
    - WhitelistChameleon
    - CorgiWearable

#NTREP Hardsuit
- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsIntermediate ]
  id: ClothingHeadHelmetHardsuitNtrep
  categories: [ HideSpawnMenu ]
  name: NanoTrasen representative's hardsuit helmet
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/ntrep.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/ntrep.rsi
  - type: PointLight
    color: "#adeeff"
  - type: PressureProtection
    highPressureMultiplier: 0.45
    lowPressureMultiplier: 10000
  - type: Tag
    tags:
    - WhitelistChameleon
    - CorgiWearable

#Clown Battlesuit
- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsIntermediate ]
  id: ClothingHeadHelmetBattlesuitClown
  name: clown battlesuit helmet
  description: Armored battlesuit helmet for silly needs.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/clown_bs_helmet.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/clown_bs_helmet.rsi
  - type: PointLight
    color: "#ffa1e3"
  - type: PressureProtection
    highPressureMultiplier: 0.525
    lowPressureMultiplier: 1000
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.9
        Slash: 0.9
        Piercing: 0.9
        Heat: 0.9

#Mercenary Hardsuit
- type: entity
  parent: ClothingHeadHardsuitBase
  id: ClothingHeadHelmetHardsuitMercenary
  name: mercenary hardsuit helmet
  components:
    - type: Sprite
      sprite: _Starlight/Clothing/Head/Hardsuits/mercenary.rsi
    - type: Clothing
      sprite: _Starlight/Clothing/Head/Hardsuits/mercenary.rsi
    - type: PressureProtection
      highPressureMultiplier: 0.45
      lowPressureMultiplier: 10000
    - type: Armor
      modifiers:
        coefficients:
          Blunt: 0.9
          Slash: 0.9
          Piercing: 0.9
          Heat: 0.9

#Space Hazard Suit
- type: entity
  parent: ClothingHeadHardsuitBase
  id: ClothingHeadHelmetHardsuitSpaceHazard
  name: space hazard helmet
  description: Keeps the cold sulfuric embrace of space out.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/spacehazard.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/spacehazard.rsi
  - type: PressureProtection
    highPressureMultiplier: 0.525
    lowPressureMultiplier: 1000
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.9
        Slash: 0.9
        Piercing: 0.9
        Heat: 0.6
  - type: Tag
    tags:
    - WhitelistChameleon
    - CorgiWearable

- type: entity
  parent: ClothingHeadHardsuitBase #[ ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitInfiltration
  categories: [ HideSpawnMenu ]
  name: syndicate infiltration hardsuit helmet
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/infiltrationsyndie.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/infiltrationsyndie.rsi
  #- type: PointLight
    #color: "#880808"
  - type: PressureProtection
    highPressureMultiplier: 0.45
    lowPressureMultiplier: 10000
  - type: Pierceable
    level: Metal
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.8
        Slash: 0.8
        Piercing: 0.8
  - type: Tag
    tags:
    - WhitelistChameleon
    - CorgiWearable

# USSP
- type: entity
  parent: [ ClothingHeadHardsuitBase, BaseSovietContraband, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsIntermediate ]
  id: ClothingHeadHelmetHardsuitSovietMarine
  name: SSF marine hardsuit helmet
  description: From the soviet dieselpunk world.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Helmets/sovietmarine_helmet.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Helmets/sovietmarine_helmet.rsi
  - type: ToggleableVisuals
    clothingVisuals:
      head:
      - state: on-equipped-HELMET-unshaded
        shader: unshaded
      head-vox:
      - state: on-equipped-HELMET-unshaded-vox
        shader: unshaded
      head-resomi:
      - state: on-equipped-HELMET-unshaded-resomi
        shader: unshaded
      head-felionoid:
      - state: on-equipped-HELMET-unshaded-felionoid
        shader: unshaded
      head-cyclorite:
      - state: on-equipped-HELMET-unshaded-cyclorite
        shader: unshaded
      head-vulpkanin:
      - state: on-equipped-HELMET-unshaded-vulpkanin
        shader: unshaded
      head-avali:
      - state: on-equipped-HELMET-unshaded-avali
        shader: unshaded
  - type: PointLight
    color: "#50ff50"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.9
        Slash: 0.9
        Piercing: 0.9
        Heat: 0.9
  - type: Tag
    tags:
    - WhitelistChameleon

- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsAdvanced ]
  id: ClothingHeadHelmetHardsuitLuxmax
  categories: [ HideSpawnMenu ]
  name: QM's luxury maxim hardsuit helmet
  description: This thing is made of solid gold, its a wonder you can keep your head up with it on.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/luxmax.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/luxmax.rsi
  - type: PressureProtection
    highPressureMultiplier: 0.525
    lowPressureMultiplier: 1000
  - type: PointLight
    color: "#adfffd"
  - type: Tag
    tags:
    - CorgiWearable
    - WhitelistChameleon

# Experimental Security Hardsuit
- type: entity
  parent: [ ClothingHeadHelmetHardsuitSecurity, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsAdvanced ]
  id: ClothingHeadHelmetHardsuitSecurityExperimental
  name: experimental security hardsuit helmet
  description: Heavily armored hardsuit helmet for security needs, now with lights!
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/experimental_security.rsi
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/experimental_security.rsi
  - type: PointLight
    color: "#ffeead"
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.85
        Slash: 0.85
        Piercing: 0.85
  - type: PressureProtection
    highPressureMultiplier: 0.425
    lowPressureMultiplier: 1000

#Spationaut Lead Hardsuit
- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsAdvanced ]
  id: ClothingHeadHelmetHardsuitSpatioLead
  name: spationaut lead hardsuit helmet
  description: A sturdy decorated helmet designed for complex industrial operations in space.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/leadspatiohelm.rsi
    layers:
      - state: icon
      - state: icon-unshaded
        shader: unshaded
      - state: light-overlay
        visible: false
        shader: unshaded
        map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
      head-vox:
        - state: equipped-head-light-vox
          shader: unshaded
      head-vulpkanin:
        - state: equipped-head-light-vulpkanin
          shader: unshaded
      head-reptilian:
        - state: equipped-head-light-reptilian
          shader: unshaded
      head-dog:
        - state: equipped-head-light-dog
          shader: unshaded
      head-resomi:
        - state: equipped-head-light-resomi
          shader: unshaded
      head-avali:
        - state: equipped-head-light-avali
          shader: unshaded
  - type: Clothing
    clothingVisuals:
      head:
        - state: equipped-head
        - state: equipped-head-unshaded
          shader: unshaded
      head-vox:
        - state: equipped-head-vox
        - state: equipped-head-unshaded-vox
          shader: unshaded
      head-vulpkanin:
        - state: equipped-head-vulpkanin
        - state: equipped-head-unshaded-vulpkanin
          shader: unshaded
      head-reptilian:
        - state: equipped-head-reptilian
        - state: equipped-head-unshaded-reptilian
          shader: unshaded
      head-dog:
        - state: equipped-head-dog
        - state: equipped-head-unshaded-dog
          shader: unshaded
      head-resomi:
        - state: equipped-head-resomi
        - state: equipped-head-unshaded-resomi
          shader: unshaded
      head-avali:
        - state: equipped-head-avali
        - state: equipped-head-unshaded-avali
          shader: unshaded
  - type: PressureProtection
    highPressureMultiplier: 0.72
    lowPressureMultiplier: 1000
  - type: Tag
    tags:
      - CorgiWearable

#Advanced Mining Hardsuit
- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsFloodlight ]
  id: ClothingHeadHelmetHardsuitAdvancedMining
  name: advanced mining hardsuit helmet
  description: A specially designed helmet for mining operations.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/advmining.rsi
    layers:
      - state: icon
      - state: icon-unshaded
        shader: unshaded
      - state: light-overlay
        visible: false
        shader: unshaded
        map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
      head-vox:
        - state: equipped-head-light-vox
          shader: unshaded
      head-vulpkanin:
        - state: equipped-head-light-vulpkanin
          shader: unshaded
      head-reptilian:
        - state: equipped-head-light-reptilian
          shader: unshaded
      head-dog:
        - state: equipped-head-light-dog
          shader: unshaded
      head-avali:
        - state: equipped-head-light-avali
          shader: unshaded
  - type: Clothing
    clothingVisuals:
      head:
        - state: equipped-head
        - state: equipped-head-unshaded
          shader: unshaded
      head-vox:
        - state: equipped-head-vox
        - state: equipped-head-unshaded-vox
          shader: unshaded
      head-vulpkanin:
        - state: equipped-head-vulpkanin
        - state: equipped-head-unshaded-vulpkanin
          shader: unshaded
      head-reptilian:
        - state: equipped-head-reptilian
        - state: equipped-head-unshaded-reptilian
          shader: unshaded
      head-dog:
        - state: equipped-head-dog
        - state: equipped-head-unshaded-dog
          shader: unshaded
      head-avali:
        - state: equipped-head-avali
        - state: equipped-head-unshaded-avali
          shader: unshaded
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.9
        Slash: 0.9
        Piercing: 0.9
        Heat: 0.9
  - type: Tag
    tags:
      - CorgiWearable

#Mining Hardsuit
- type: entity
  parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsProfessional ]
  id: ClothingHeadHelmetHardsuitMining
  name: mining hardsuit helmet
  description: A special helmet designed for work in a hazardous, low pressure environments encountered during space mining. Has dual floodlights.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/mining.rsi
    layers:
      - state: icon
      - state: icon-unshaded
        shader: unshaded
      - state: light-overlay
        visible: false
        shader: unshaded
        map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
      head-vox:
        - state: equipped-head-light-vox
          shader: unshaded
      head-vulpkanin:
        - state: equipped-head-light-vulpkanin
          shader: unshaded
      head-reptilian:
        - state: equipped-head-light-reptilian
          shader: unshaded
      head-dog:
        - state: equipped-head-light-dog
          shader: unshaded
      head-avali:
        - state: equipped-head-light-avali
          shader: unshaded
  - type: Clothing
    clothingVisuals:
      head:
        - state: equipped-head
        - state: equipped-head-unshaded
          shader: unshaded
      head-vox:
        - state: equipped-head-vox
        - state: equipped-head-unshaded-vox
          shader: unshaded
      head-vulpkanin:
        - state: equipped-head-vulpkanin
        - state: equipped-head-unshaded-vulpkanin
          shader: unshaded
      head-reptilian:
        - state: equipped-head-reptilian
        - state: equipped-head-unshaded-reptilian
          shader: unshaded
      head-dog:
        - state: equipped-head-dog
        - state: equipped-head-unshaded-dog
          shader: unshaded
      head-avali:
        - state: equipped-head-avali
        - state: equipped-head-unshaded-avali
          shader: unshaded
  - type: PressureProtection
    highPressureMultiplier: 0.525
    lowPressureMultiplier: 1000
  - type: Tag
    tags:
      - CorgiWearable

- type: entity
  parent: ClothingHeadHelmetHardsuitAtmos
  id: ClothingHeadHelmetHardsuitAtmosGolden
  name: golden atmos hardsuit helmet
  description: A golden hardsuit that protects against hazardous, low pressure environments. Has thermal shielding. Use of expensive alloys have made it lighter than its non-golden counterpart.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/atmospherics_golden.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: PointLight
    color: "#feffad"

- type: entity
  parent: ClothingHeadHelmetHardsuitEngineering
  id: ClothingHeadHelmetHardsuitEngineeringGolden
  name: golden engineering hardsuit helmet
  description: A golden hardsuit that protects against hazardous, low pressure environments. Has radiation shielding. Use of expensive alloys have made it lighter than its non-golden counterpart.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/engineering_golden.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: PointLight
    color: "#feffad"

# NanoTrasen Special Forces

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsProfessional ]
  id: ClothingHeadHelmetHardsuitNTSF
  name: NanoTrasen special forces hardsuit helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#b8dfff"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80


- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFPrimus
  name: NTSF primus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Primus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Primus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#b4eb8f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: FireProtection
    reduction: 0.2
  - type: ClothesNightVision
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFSecundus
  name: NTSF secundus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Secundus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Secundus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#b4eb8f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.70
        Slash: 0.70
        Piercing: 0.70
        Heat: 0.70
        Radiation: 0.70
        Caustic: 0.70

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFTertius
  name: NTSF tertius helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Tertius.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: TrayScanner
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Tertius.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#ebc88f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFQuartus
  name: NTSF quartus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Quartus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Quartus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#b4eb8f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFQuintus
  name: NTSF quintus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Quintus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Quintus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#ebc88f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFSextus
  name: NTSF sextus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Sextus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Sextus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#0035ff"
  - type: ShowNullSpace
    showShader: False
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFSeptimus
  name: NTSF septimus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Septimus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Septimus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#b4eb8f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.70
        Slash: 0.70
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.70

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFOctavius
  name: NTSF octavius helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Octavius.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Octavius.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#e35930"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.70
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
  id: ClothingHeadHelmetHardsuitNTSFNonus
  name: NTSF nonus helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Nonus.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/NTSF_Helm_Nonus.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#e330c5"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Radiation: 0.75
        Caustic: 0.80

- type: entity
  parent: [ BaseNanoTrasenContraband, ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase, ClothingHeadLightParamsProfessional ]
  id: ClothingHeadHelmetHardsuitDecimus
  name: decimus hardsuit helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/Decimus_Helm.rsi
    layers:
    - state: icon
    - state: icon-unshaded
      shader: unshaded
    - state: light-overlay
      visible: false
      shader: unshaded
      map: [ "light" ]
  - type: HandheldLight
    addPrefix: false
  - type: ToggleableVisuals
    spriteLayer: light
    clothingVisuals:
      head:
        - state: equipped-head-light
          shader: unshaded
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/Decimus_Helm.rsi
    clothingVisuals:
      head:
      - state: equipped-head
      - state: equipped-head-unshaded
        shader: unshaded
  - type: PointLight
    color: "#b4eb8f"
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.80
        Slash: 0.80
        Piercing: 0.80
        Heat: 0.80
        Radiation: 0.80
        Caustic: 0.95

# TSF
- type: entity
  parent: [BaseTSFContraband, ClothingHeadHardsuitBase]
  id: ClothingHeadHelmetHardsuitTSFMARSOC
  name: MARSOC helmet
  description: A helmet worn by marines of the Trans-Solar Federation's Marine Special Operations Command. Armored, space ready, and fireproof.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/tsf_marsoc.rsi
    layers:
    - state: icon
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/tsf_marsoc.rsi
    clothingVisuals:
      head:
      - state: equipped-head
  - type: BreathMask
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ShowJobIcons
  - type: ShowMindShieldIcons
  - type: ShowHealthBars
    damageContainers:
    - Biological
    - Hybrid # Protogens
  - type: ShowHealthIcons
  - type: FlashImmunity
    blocksSpecialVision: false
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 1
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.85
        Slash: 0.85
        Piercing: 0.85
        Heat: 0.85
        Caustic: 0

- type: entity
  parent: [BaseTSFContraband, ClothingHeadHardsuitBase]
  id: ClothingHeadHelmetHardsuitTSFPhantom
  name: Phantom helmet
  description: A helmet worn by marines of the Trans-Solar Federation's Marine special Operations Phantom. Armored, space ready and stealthy.
  components:
  - type: Sprite
    sprite: _Starlight/Clothing/Head/Hardsuits/tsf_phantom.rsi
    layers:
    - state: icon
  - type: Clothing
    sprite: _Starlight/Clothing/Head/Hardsuits/tsf_phantom.rsi
    clothingVisuals:
      head:
      - state: equipped-head
  - type: BreathMask
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: ShowJobIcons
  - type: ShowMindShieldIcons
  - type: ShowHealthBars
    damageContainers:
    - Biological
    - Hybrid # Protogens
  - type: ShowHealthIcons
  - type: FlashImmunity
    blocksSpecialVision: false
  - type: ClothesNightVision
  - type: FireProtection
    reduction: 1
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.75
        Slash: 0.75
        Piercing: 0.75
        Heat: 0.75
        Caustic: 0

#Thanatos Helmet (Starlight version of Deathsquad)
- type: entity
  parent: [ BaseCentcommContraband, ClothingHeadHardsuitBase ]
  id: ClothingHeadHelmetHardsuitThanatos
  name: Thanatos helmet
  description: A robust helmet for special operations.
  components:
  - type: BreathMask
  - type: Sprite
    sprite: Clothing/Head/Hardsuits/deathsquad.rsi
  - type: Clothing
    sprite: Clothing/Head/Hardsuits/deathsquad.rsi
  - type: PressureProtection
    highPressureMultiplier: 0.08
    lowPressureMultiplier: 1000
  - type: FireProtection
    reduction: 0.2
  - type: Pierceable
    level: Rock
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.80
        Slash: 0.80
        Piercing: 0.80
        Heat: 0.80
        Radiation: 0.80
        Caustic: 0.95
  - type: Tag
    tags:
    - WhitelistChameleon
    - CorgiWearable

#Greenshield Officer
- type: entity
  parent: [ BaseCentcommContraband, ClothingHeadLightParamsProfessional, ClothingHeadHelmetHardsuitSyndieCommander ] # Starlight
  id: ClothingHeadHelmetHardsuitGreenshield
  categories: [ DoNotMap ]
  name: Greenshield hardsuit helmet
  description: A special hardsuit helmet worn by Greenshield Officers.
  components:
    - type: Sprite
      sprite: Clothing/Head/Hardsuits/ERThelmets/ertleader.rsi
    - type: Clothing
      sprite: Clothing/Head/Hardsuits/ERThelmets/ertleader.rsi
    - type: PointLight
      color: "#addbff"
    - type: Armor
      modifiers:
        coefficients:
          Blunt: 0.9
          Slash: 0.9
          Piercing: 0.9
          Heat: 0.9
    - type: Tag
      tags:
        - CorgiWearable

- type: entity
  parent: ClothingHeadHardsuitBase
  id: ChangelingClothingHeadHelmetHardsuit
  name: organic space helmet
  description: A spaceworthy biomass of pressure and temperature resistant tissue.
  suffix: Unremoveable
  components:
  - type: Item
  - type: Sprite
    sprite: Changeling/ling_spacesuit_helmet.rsi
  - type: Clothing
    sprite: Changeling/ling_spacesuit_helmet.rsi
  - type: PressureProtection
    highPressureMultiplier: 0.225
    lowPressureMultiplier: 1000
  - type: Unremoveable
  - type: Armor
    modifiers:
      coefficients:
        Blunt: 0.9 # It's pretty thick, and should give *something* so you have a reason to use it over a hardsuit.
        Slash: 0.9
        Piercing: 0.95
        Heat: 0.85
