//Needs a shite-tonne more thuoght and dev time than I can put into this right now. So yeah. //Sorry Chris. /obj/item/device/radio/bug name = "slistening device" desc = "A small device with the ability to transmit over custom frequencies." icon_state = "bug" origin_tech = "magnets=4" var/list/item_choices = list() New() ..() for(var/U in typesof(/obj/item/device)-(/obj/item/device)) var/obj/item/clothing/under/V = new U src.item_choices += V for(var/U in typesof(/obj/item/weapon)-(/obj/item/weapon)) var/obj/item/clothing/under/V = new U src.item_choices += V return attackby(/obj/item/U as obj) ..() if(istype(U, /obj/item/device/radio/bug)) user << "\red Nothing happens." return if(istype(U, /obj/item)) if(src.item_choices.Find(U)) user << "\red Shape is already recognised by the device." return src.item_choices += U user << "\red Shape absorbed by the suit." /* emp_act(severity) name = "psychedelic" desc = "Groovy!" icon_state = "psyche" spawn(200) name = "Black Jumpsuit" icon_state = "bl_suit" desc = null ..() */ verb/change() set name = "Change Shape" set category = "Object" set src in usr /* if(icon_state == "psyche") usr << "\red Your device is malfunctioning" return */ var/obj/item/clothing/under/A A = input("Select Item to change it to", "Shapes", A) in item_choices if(!A) return desc = null permeability_coefficient = 0.90 desc = A.desc name = A.name icon_state = A.icon_state item_state = A.item_state // usr.update_inv_w_uniform() //so our overlays update. Shouldn't be needed, right?