mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 20:11:04 +01:00
Merge pull request #4858 from mwerezak/webbing
Storage and Clothing/Accessory Changes and Cleanup
This commit is contained in:
@@ -134,6 +134,7 @@ BLIND // can't see anything
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/obj/item/clothing/gloves/emp_act(severity)
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if(cell)
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//why is this not part of the powercell code?
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cell.charge -= 1000 / severity
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if (cell.charge < 0)
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cell.charge = 0
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@@ -151,6 +152,7 @@ BLIND // can't see anything
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icon = 'icons/obj/clothing/hats.dmi'
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body_parts_covered = HEAD
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slot_flags = SLOT_HEAD
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w_class = 2.0
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//Mask
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@@ -186,6 +188,7 @@ BLIND // can't see anything
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slot_flags = SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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siemens_coefficient = 0.9
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w_class = 3
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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@@ -232,6 +235,7 @@ BLIND // can't see anything
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flags = FPRINT | TABLEPASS
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slot_flags = SLOT_ICLOTHING
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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w_class = 3
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var/has_sensor = 1//For the crew computer 2 = unable to change mode
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var/sensor_mode = 0
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/*
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@@ -246,17 +250,14 @@ BLIND // can't see anything
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/obj/item/clothing/under/attackby(obj/item/I, mob/user)
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if(hastie)
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hastie.attackby(I, user)
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return
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if(!hastie && istype(I, /obj/item/clothing/tie))
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user.drop_item()
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hastie = I
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I.loc = src
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user << "<span class='notice'>You attach [I] to [src].</span>"
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if (istype(hastie,/obj/item/clothing/tie/holster))
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verbs += /obj/item/clothing/under/proc/holster
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if (istype(hastie,/obj/item/clothing/tie/storage))
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verbs += /obj/item/clothing/under/proc/storage
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hastie.attach_to(src, user)
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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@@ -265,6 +266,32 @@ BLIND // can't see anything
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return
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..()
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/obj/item/clothing/under/attack_hand(mob/user as mob)
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//only forward to the attached accessory if the clothing is equipped (not in a storage)
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if(hastie && src.loc == user)
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hastie.attack_hand(user)
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return
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..()
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//This is to allow people to take off suits when there is an attached accessory
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/obj/item/clothing/under/MouseDrop(obj/over_object as obj)
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if (ishuman(usr) || ismonkey(usr))
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//makes sure that the clothing is equipped so that we can't drag it into our hand from miles away.
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if (!(src.loc == usr))
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return
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if (!( usr.restrained() ) && !( usr.stat ))
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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return
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return
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/obj/item/clothing/under/examine()
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set src in view()
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@@ -333,16 +360,7 @@ BLIND // can't see anything
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if(usr.stat) return
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if(hastie)
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if (istype(hastie,/obj/item/clothing/tie/holster))
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verbs -= /obj/item/clothing/under/proc/holster
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if (istype(hastie,/obj/item/clothing/tie/storage))
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verbs -= /obj/item/clothing/under/proc/storage
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var/obj/item/clothing/tie/storage/W = hastie
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if (W.hold)
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W.hold.close(usr)
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usr.put_in_hands(hastie)
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hastie.remove(usr)
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hastie = null
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if(istype(loc, /mob/living/carbon/human))
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@@ -353,59 +371,4 @@ BLIND // can't see anything
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sensor_mode = pick(0,1,2,3)
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..()
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/obj/item/clothing/under/proc/holster()
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set name = "Holster"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if (!hastie || !istype(hastie,/obj/item/clothing/tie/holster))
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usr << "\red You need a holster for that!"
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return
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var/obj/item/clothing/tie/holster/H = hastie
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if(!H.holstered)
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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usr << "\blue You need your gun equiped to holster it."
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return
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var/obj/item/weapon/gun/W = usr.get_active_hand()
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if (!W.isHandgun())
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usr << "\red This gun won't fit in \the [H]!"
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return
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H.holstered = usr.get_active_hand()
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usr.drop_item()
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H.holstered.loc = src
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usr.visible_message("\blue \The [usr] holsters \the [H.holstered].", "You holster \the [H.holstered].")
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else
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if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
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usr << "\red You need an empty hand to draw the gun!"
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else
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if(usr.a_intent == "hurt")
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usr.visible_message("\red \The [usr] draws \the [H.holstered], ready to shoot!", \
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"\red You draw \the [H.holstered], ready to shoot!")
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else
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usr.visible_message("\blue \The [usr] draws \the [H.holstered], pointing it at the ground.", \
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"\blue You draw \the [H.holstered], pointing it at the ground.")
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usr.put_in_hands(H.holstered)
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H.holstered = null
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/obj/item/clothing/under/proc/storage()
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set name = "Look in storage"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if (!hastie || !istype(hastie,/obj/item/clothing/tie/storage))
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usr << "\red You need something to store items in for that!"
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return
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var/obj/item/clothing/tie/storage/W = hastie
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if (!istype(W.hold))
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return
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W.hold.loc = usr
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W.hold.attack_hand(usr)
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@@ -11,6 +11,7 @@
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heat_protection = HEAD
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max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.7
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w_class = 3
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/obj/item/clothing/head/helmet/warden
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name = "warden's hat"
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@@ -24,6 +24,7 @@
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flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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icon_action_button = "action_welding"
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siemens_coefficient = 0.9
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w_class = 3
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/obj/item/clothing/head/welding/attack_self()
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toggle()
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@@ -125,6 +126,7 @@
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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var/brightness_on = 2 //luminosity when on
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var/on = 0
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w_class = 3
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attack_self(mob/user)
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if(!isturf(user.loc))
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@@ -114,12 +114,14 @@
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icon_state = "slippers"
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item_state = "slippers"
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species_restricted = null
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w_class = 2
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/obj/item/clothing/shoes/slippers_worn
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name = "worn bunny slippers"
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desc = "Fluffy..."
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icon_state = "slippers_worn"
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item_state = "slippers_worn"
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w_class = 2
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/obj/item/clothing/shoes/laceup
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name = "laceup shoes"
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@@ -206,10 +206,14 @@
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user << "You relax your deathgrip on the flooring."
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else
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//make sure these can only be used when equipped.
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if (!is_equipped())
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if (H.shoes != src)
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user << "You will have to put on the [src] before you can do that."
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return
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flags |= NOSLIP
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magpulse = 1
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canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
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@@ -0,0 +1,29 @@
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/obj/item/clothing/suit/storage
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var/obj/item/weapon/storage/internal/pockets
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/obj/item/clothing/suit/storage/New()
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..()
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pockets = new/obj/item/weapon/storage/internal(src)
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pockets.storage_slots = 2 //two slots
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pockets.max_w_class = 2 //fit only pocket sized items
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pockets.max_combined_w_class = 4
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/obj/item/clothing/suit/storage/attack_hand(mob/user as mob)
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if (pockets.handle_attack_hand(user))
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..(user)
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/obj/item/clothing/suit/storage/MouseDrop(obj/over_object as obj)
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if (pockets.handle_mousedrop(usr, over_object))
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..(over_object)
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/obj/item/clothing/suit/storage/attackby(obj/item/W as obj, mob/user as mob)
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..()
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pockets.attackby(W, user)
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/obj/item/clothing/suit/storage/emp_act(severity)
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pockets.emp_act(severity)
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..()
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/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg)
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pockets.hear_talk(M, msg)
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..()
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@@ -8,6 +8,23 @@
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flags = FPRINT | TABLEPASS
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slot_flags = 0
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w_class = 2.0
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var/obj/item/clothing/under/has_suit = null //the suit the tie may be attached to
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//when user attached an accessory to S
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/obj/item/clothing/tie/proc/attach_to(obj/item/clothing/under/S, mob/user as mob)
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if(!istype(S))
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return
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has_suit = S
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loc = has_suit
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user << "<span class='notice'>You attach [src] to [has_suit].</span>"
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src.add_fingerprint(user)
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/obj/item/clothing/tie/proc/remove(mob/user as mob)
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if(!has_suit)
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return
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has_suit = null
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usr.put_in_hands(src)
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src.add_fingerprint(user)
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/obj/item/clothing/tie/blue
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name = "blue tie"
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@@ -116,7 +133,7 @@
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//Armbands
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/obj/item/clothing/tie/armband
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name = "red armband"
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desc = "An fancy red armband!"
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desc = "A fancy red armband!"
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icon_state = "red"
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item_color = "red"
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@@ -156,6 +173,7 @@
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icon_state = "medgreen"
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item_color = "medgreen"
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//holsters
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/obj/item/clothing/tie/holster
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name = "shoulder holster"
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desc = "A handgun holster."
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@@ -163,6 +181,105 @@
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item_color = "holster"
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var/obj/item/weapon/gun/holstered = null
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//subtypes can override this to specify what can be holstered
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/obj/item/clothing/tie/holster/proc/can_holster(obj/item/weapon/gun/W)
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return W.isHandgun()
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/obj/item/clothing/tie/holster/proc/holster(obj/item/I, mob/user as mob)
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if(holstered)
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user << "\red There is already a [holstered] holstered here!"
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if (!istype(I, /obj/item/weapon/gun))
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user << "\red Only guns can be holstered!"
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var/obj/item/weapon/gun/W = I
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if (!can_holster(W))
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user << "\red This [W] won't fit in the [src]!"
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return
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holstered = W
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user.drop_from_inventory(holstered)
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holstered.loc = src
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holstered.add_fingerprint(user)
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user.visible_message("\blue [user] holsters the [holstered].", "You holster the [holstered].")
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/obj/item/clothing/tie/holster/proc/unholster(mob/user as mob)
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if(!holstered)
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return
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if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
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user << "\red You need an empty hand to draw the [holstered]!"
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else
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if(user.a_intent == "hurt")
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usr.visible_message("\red [user] draws the [holstered], ready to shoot!", \
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"\red You draw the [holstered], ready to shoot!")
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else
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user.visible_message("\blue [user] draws the [holstered], pointing it at the ground.", \
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"\blue You draw the [holstered], pointing it at the ground.")
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user.put_in_hands(holstered)
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holstered.add_fingerprint(user)
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holstered = null
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/obj/item/clothing/tie/holster/attack_hand(mob/user as mob)
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if (has_suit) //if we are part of a suit
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if (holstered)
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unholster(user)
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return
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..(user)
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/obj/item/clothing/tie/holster/attackby(obj/item/W as obj, mob/user as mob)
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holster(W, user)
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/obj/item/clothing/tie/holster/emp_act(severity)
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if (holstered)
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holstered.emp_act(severity)
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..()
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/obj/item/clothing/tie/holster/examine()
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set src in view()
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..()
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if (holstered)
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usr << "A [holstered] is holstered here."
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else
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usr << "It is empty."
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/obj/item/clothing/tie/holster/attach_to(obj/item/clothing/under/S, mob/user as mob)
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..()
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has_suit.verbs += /obj/item/clothing/tie/holster/verb/holster_verb
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/obj/item/clothing/tie/holster/remove(mob/user as mob)
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has_suit.verbs -= /obj/item/clothing/tie/holster/verb/holster_verb
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..()
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//For the holster hotkey
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/obj/item/clothing/tie/holster/verb/holster_verb()
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set name = "Holster"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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var/obj/item/clothing/tie/holster/H = null
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if (istype(src, /obj/item/clothing/tie/holster))
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H = src
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else if (istype(src, /obj/item/clothing/under))
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var/obj/item/clothing/under/S = src
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if (S.hastie)
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H = S.hastie
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if (!H)
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usr << "/red Something is very wrong."
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if(!H.holstered)
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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usr << "\blue You need your gun equiped to holster it."
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return
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var/obj/item/weapon/gun/W = usr.get_active_hand()
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H.holster(W, usr)
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else
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H.unholster(usr)
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/obj/item/clothing/tie/holster/armpit
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name = "shoulder holster"
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desc = "A worn-out handgun holster. Perfect for concealed carry"
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@@ -177,17 +294,43 @@
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/obj/item/clothing/tie/storage
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name = "load bearing equipment"
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desc = "Used to hold things when you don't have enough hands for that."
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desc = "Used to hold things when you don't have enough hands."
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icon_state = "webbing"
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item_color = "webbing"
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var/slots = 3
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var/obj/item/weapon/storage/pockets/hold
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var/obj/item/weapon/storage/internal/hold
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/obj/item/clothing/tie/storage/New()
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hold = new /obj/item/weapon/storage/pockets(src)
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hold.master_item = src
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..()
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hold = new/obj/item/weapon/storage/internal(src)
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hold.storage_slots = slots
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/obj/item/clothing/tie/storage/attack_hand(mob/user as mob)
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if (has_suit) //if we are part of a suit
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hold.open(user)
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return
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if (hold.handle_attack_hand(user)) //otherwise interact as a regular storage item
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..(user)
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/obj/item/clothing/tie/storage/MouseDrop(obj/over_object as obj)
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if (has_suit)
|
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return
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if (hold.handle_mousedrop(usr, over_object))
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..(over_object)
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||||
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/obj/item/clothing/tie/storage/attackby(obj/item/W as obj, mob/user as mob)
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hold.attackby(W, user)
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/obj/item/clothing/tie/storage/emp_act(severity)
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hold.emp_act(severity)
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..()
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||||
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/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg)
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hold.hear_talk(M, msg)
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||||
..()
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||||
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/obj/item/clothing/tie/storage/attack_self(mob/user as mob)
|
||||
user << "<span class='notice'>You empty [src].</span>"
|
||||
var/turf/T = get_turf(src)
|
||||
@@ -196,18 +339,6 @@
|
||||
hold.remove_from_storage(I, T)
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/item/clothing/tie/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
hold.attackby(W,user)
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/storage/pockets
|
||||
name = "storage"
|
||||
var/master_item //item it belongs to
|
||||
|
||||
/obj/item/weapon/storage/pockets/close(mob/user as mob)
|
||||
..()
|
||||
loc = master_item
|
||||
|
||||
/obj/item/clothing/tie/storage/webbing
|
||||
name = "webbing"
|
||||
desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
|
||||
@@ -311,27 +442,14 @@
|
||||
item_color = "unathiharness2"
|
||||
slots = 2
|
||||
|
||||
/obj/item/clothing/tie/storage/knifeharness/attackby(var/obj/item/O as obj, mob/user as mob)
|
||||
..()
|
||||
update()
|
||||
|
||||
/obj/item/clothing/tie/storage/knifeharness/proc/update()
|
||||
var/count = 0
|
||||
for(var/obj/item/I in hold)
|
||||
if(istype(I,/obj/item/weapon/hatchet/unathiknife))
|
||||
count++
|
||||
if(count>2) count = 2
|
||||
item_state = "unathiharness[count]"
|
||||
icon_state = item_state
|
||||
item_color = item_state
|
||||
|
||||
if(istype(loc, /obj/item/clothing))
|
||||
var/obj/item/clothing/U = loc
|
||||
if(istype(U.loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = U.loc
|
||||
H.update_inv_w_uniform()
|
||||
|
||||
/obj/item/clothing/tie/storage/knifeharness/New()
|
||||
..()
|
||||
hold.max_combined_w_class = 4
|
||||
hold.can_hold = list("/obj/item/weapon/hatchet/unathiknife",\
|
||||
"/obj/item/weapon/kitchen/utensil/knife",\
|
||||
"/obj/item/weapon/kitchen/utensil/pknife",\
|
||||
"/obj/item/weapon/kitchenknife",\
|
||||
"/obj/item/weapon/kitchenknife/ritual")
|
||||
|
||||
new /obj/item/weapon/hatchet/unathiknife(hold)
|
||||
new /obj/item/weapon/hatchet/unathiknife(hold)
|
||||
new /obj/item/weapon/hatchet/unathiknife(hold)
|
||||
Reference in New Issue
Block a user