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Aurora.3/code/modules/mob/holder.dm
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Batrachophreno af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00

654 lines
18 KiB
Plaintext

//Helper object for picking dionaea (and other creatures) up.
/obj/item/holder
name = "holder"
desc = DESC_PARENT
icon = 'icons/mob/npc/held_mobs.dmi'
randpixel = 0
center_of_mass = null
slot_flags = 0
origin_tech = null
drop_sound = null
var/mob/living/contained = null
var/icon_state_dead
var/desc_dead
var/name_dead
var/isalive
contained_sprite = TRUE
var/static/list/unsafe_containers
var/last_loc_general //This stores a general location of the object. Ie, a container or a mob
var/last_loc_specific //This stores specific extra information about the location, pocket, hand, worn on head, etc. Only relevant to mobs
var/no_name = FALSE //If true, removes the change animal name verb for holders that don't allow name changes
/obj/item/holder/proc/setup_unsafe_list()
unsafe_containers = typecacheof(list(
/obj/item/storage,
/obj/item/reagent_containers,
/obj/structure/closet/crate,
/obj/machinery/appliance
))
/obj/item/holder/Initialize()
. = ..()
if (!unsafe_containers)
setup_unsafe_list()
if (!item_state)
item_state = icon_state
flags_inv |= ALWAYSDRAW
if(no_name)
verbs -= /obj/item/holder/verb/change_animal_name
START_PROCESSING(SSprocessing, src)
/obj/item/holder/Destroy()
reagents = null
STOP_PROCESSING(SSprocessing, src)
if (contained)
release_mob()
return ..()
/obj/item/holder/examine(mob/user, distance, is_adjacent, infix, suffix, show_extended)
SHOULD_CALL_PARENT(FALSE)
if(contained)
return contained.examine(user, distance, is_adjacent, infix, suffix, show_extended)
return TRUE
/obj/item/holder/process()
if (!contained)
qdel(src)
if(!get_holding_mob() || contained.loc != src)
if (is_unsafe_container(loc) && contained.loc == src)
return
release_mob()
return
if (isalive && contained.stat == DEAD)
held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
/obj/item/holder/proc/set_contained(var/mob/M)
M.forceMove(src)
contained = M
//This function checks if the current location is safe to release inside
//it returns 1 if the creature will bug out when released
/obj/item/holder/proc/is_unsafe_container(atom/place)
return is_type_in_typecache(place, unsafe_containers)
//Releases all mobs inside the holder, then deletes it.
//is_unsafe_container should be checked before calling this
//This function releases mobs into wherever the holder currently is. Its not safe to call from a lot of places
//Use release_to_floor for a simple, safe release
/obj/item/holder/proc/release_mob()
for(var/mob/M in contents)
var/atom/movable/mob_container
mob_container = M
mob_container.forceMove(src.loc)//if the holder was placed into a disposal, this should place the animal in the disposal
M.reset_view()
M.Released()
contained = null
qdel(src)
//Similar to above function, but will not deposit things in any container, only directly on a turf.
//Can be called safely anywhere. Notably on holders held or worn on a mob
/obj/item/holder/proc/release_to_floor(var/turf/T)
T = get_turf(src)
for(var/mob/M in contents)
M.forceMove(T) //if the holder was placed into a disposal, this should place the animal in the disposal
M.reset_view()
M.Released()
contained = null
qdel(src)
/obj/item/holder/attackby(obj/item/attacking_item, mob/user)
for(var/mob/M in src.contents)
M.attackby(attacking_item, user)
/obj/item/holder/dropped(mob/user)
. = ..()
///When an object is put into a container, drop fires twice.
//once with it on the floor, and then once in the container
//This conditional allows us to ignore that first one. Handling of mobs dropped on the floor is done in process
if (istype(loc, /turf))
//Repeat this check
//If we're still on the turf a few frames later, then we have actually been dropped or thrown
//Release the mob accordingly
addtimer(CALLBACK(src, PROC_REF(post_drop)), 3)
return
if (istype(loc, /obj/item/storage)) //The second drop reads the container its placed into as the location
update_location()
/obj/item/holder/proc/post_drop()
if (isturf(loc))
release_mob()
/obj/item/holder/equipped(var/mob/user, var/slot)
..()
update_location(slot)
/obj/item/holder/proc/update_location(var/slotnumber = null)
if (!slotnumber)
if (istype(loc, /mob))
slotnumber = get_equip_slot()
report_onmob_location(1, slotnumber, contained)
/obj/item/holder/attack_self(mob/M as mob)
for(var/mob/contained_mob in contents)
contained_mob.show_inv(usr)
if (contained && !(contained.stat & DEAD))
if (istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
switch(H.a_intent)
if(I_HELP)
H.visible_message(SPAN_NOTICE("[H] pets [contained]."))
if(I_HURT)
contained.adjustBruteLoss(3)
H.visible_message(SPAN_ALERT("[H] crushes [contained]."))
else
to_chat(M, "[contained] is dead.")
/obj/item/holder/show_message(var/message, var/m_type)
for(var/mob/living/M in contents)
M.show_message(message,m_type)
//Mob procs and vars for scooping up
/mob/living/var/holder_type
/obj/item/holder/proc/held_death(var/show_deathmessage = 0)
//This function is called when the mob in the holder dies somehow.
isalive = 0
if (icon_state_dead)
icon_state = icon_state_dead
if (desc_dead)
desc = desc_dead
if (name_dead)
name = name_dead
slot_flags = 0
if (show_deathmessage)//Since we've just crushed a creature in our hands, we want everyone nearby to know that it died
//We have to play it as a visible message on the grabber, because the normal death message played on the dying mob won't show if it's being held
var/mob/M = get_holding_mob()
if (M)
M.visible_message("<b>[contained.name]</b> dies.")
//update_icon()
/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/mob/user = null)
if(!holder_type || buckled_to || pinned.len || !Adjacent(grabber))
return
if (user == src)
if (grabber.r_hand && grabber.l_hand)
to_chat(user, SPAN_WARNING("They have no free hands!"))
return
else if ((grabber.hand == 0 && grabber.r_hand) || (grabber.hand == 1 && grabber.l_hand))//Checking if the hand is full
to_chat(grabber, SPAN_WARNING("Your hand is full!"))
return
add_verb(src, /mob/living/proc/get_holder_location) //This has to be before we move the mob into the holder
spawn(2)
var/obj/item/holder/H = new holder_type(loc)
H.set_contained(src)
if (src.stat == DEAD)
H.held_death()//We've scooped up an animal that's already dead. use the proper dead icons
else
H.isalive = 1//We note that the mob is alive when picked up. If it dies later, we can know that its death happened while held, and play its deathmessage for it
var/success = 0
if (src == user)
success = grabber.put_in_any_hand_if_possible(H, 0,1,1)
else
H.attack_hand(grabber)//We put this last to prevent some race conditions
if (H.loc == grabber)
success = 1
if (success)
if (user == src)
to_chat(grabber, SPAN_NOTICE("[src.name] climbs up onto you."))
to_chat(src, SPAN_NOTICE("You climb up onto [grabber]."))
else
to_chat(grabber, SPAN_NOTICE("You scoop up [src]."))
to_chat(src, SPAN_NOTICE("[grabber] scoops you up."))
H.sync(src)
else
to_chat(user, "Failed, try again!")
//If the scooping up failed something must have gone wrong
H.release_mob()
post_scoop()
// Override to add stuff that should happen when scooping
/mob/living/proc/post_scoop()
return
/mob/living/proc/get_holder_location()
set category = "Abilities"
set name = "Check held location"
set desc = "Find out where on their person, someone is holding you."
if (!usr.get_holding_mob())
to_chat(src, "Nobody is holding you!")
return
if (istype(usr.loc, /obj/item/holder))
var/obj/item/holder/H = usr.loc
H.report_onmob_location(0, H.get_equip_slot(), src)
/obj/item/holder/verb/change_animal_name()
set name = "Name Animal"
set category = "IC.Critters"
set src in usr
if(isanimal(contained))
var/mob/living/simple_animal/SA = contained
SA.change_name(usr)
sync(contained)
if(ishuman(contained))
var/mob/living/carbon/human/H = contained
if(H.isMonkey())
H.change_animal_name(usr)
sync(contained)
/obj/item/holder/proc/sync(var/mob/living/M)
name = M.name
overlays = M.overlays
dir = M.dir
reagents = M.reagents
//#TODO-MERGE
//Port the reduced-duplication holder method from baystation upstream:
//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
//Mob specific holders.
//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
/obj/item/holder/diona
name = "diona nymph"
desc = "It's a little plant critter."
desc_dead = "It used to be a little plant critter."
icon = 'icons/mob/diona.dmi'
icon_state = "nymph"
icon_state_dead = "nymph_dead"
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_EARS | SLOT_HOLSTER
w_class = WEIGHT_CLASS_SMALL
no_name = TRUE
/obj/item/holder/drone
name = "maintenance drone"
desc = "It's a small maintenance robot."
icon_state = "drone"
item_state = "drone"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_BULKY
no_name = TRUE
/obj/item/holder/drone/heavy
name = "construction drone"
desc = "It's a really big maintenance robot."
icon_state = "constructiondrone"
item_state = "constructiondrone"
w_class = WEIGHT_CLASS_GIGANTIC //You're not fitting this thing in a backpack
/obj/item/holder/drone/mining
name = "mining drone"
desc = "It's a plucky mining drone."
icon_state = "mdrone"
item_state = "mdrone"
/obj/item/holder/cat
name = "cat"
desc = "It's a cat. Meow."
desc_dead = "It's a dead cat."
icon = 'icons/mob/npc/pets.dmi'
icon_state = "cat2"
icon_state_dead = "cat2_dead"
item_state = "cat2"
//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
//Instead, the head versions are done by duplicating the cat
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/cat/black
icon_state = "cat"
icon_state_dead = "cat_black_dead"
slot_flags = SLOT_HEAD
item_state = "cat"
/obj/item/holder/cat/black/familiar
icon_state = "cat3"
icon_state_dead = "cat3_dead"
item_state = "cat3"
/obj/item/holder/cat/kitten
name = "kitten"
icon_state = "kitten"
icon_state_dead = "cat_kitten_dead"
item_state = "kitten"
/obj/item/holder/cat/penny
name = "Penny"
desc = "An important cat, straight from Central Command."
icon_state = "penny"
icon_state_dead = "penny_dead"
item_state = "penny"
/obj/item/holder/cat/crusher
name = "Crusher"
desc = "The Medbay's newest mascot. Lovely."
icon_state = "crusher"
icon_state_dead = "crusher_dead"
item_state = "crusher"
slot_flags = SLOT_HEAD
/obj/item/holder/carp/baby
name = "baby space carp"
desc = "Awfully cute! Looks friendly!"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "babycarp"
item_state = "babycarp"
slot_flags = SLOT_HEAD
flags_inv = HIDEEARS
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/carp/baby/verb/toggle_block_hair()
set name = "Toggle Hair Coverage"
set category = "Object.Equipped"
set src in usr
flags_inv ^= BLOCKHEADHAIR
to_chat(usr, SPAN_NOTICE("\The [src] will now [flags_inv & BLOCKHEADHAIR ? "hide" : "show"] hair."))
/obj/item/holder/borer
name = "cortical borer"
desc = "It's a slimy brain slug. Gross."
icon_state = "brainslug"
origin_tech = list(TECH_BIO = 6)
w_class = WEIGHT_CLASS_TINY
no_name = TRUE
/obj/item/holder/monkey
name = "monkey"
desc = "It's a monkey. Ook."
icon_state = "monkey"
item_state = "monkey"
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/monkey/set_contained(var/mob/living/carbon/human/M)
..()
M.dir = SOUTH //monkeys look better head-on | source: it was revealed to me in a mirror
if(istype(M.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/monkey_uniform = M.w_uniform
if(("[item_state]_[monkey_uniform.worn_state]_lh" in icon_states(icon))) // using _lh, because if there's a _lh, there's probably a _rh, right?
item_state = "[item_state]_[monkey_uniform.worn_state]"
/obj/item/holder/monkey/farwa
name = "farwa"
desc = "It's a farwa."
icon_state = "farwa"
item_state = "farwa"
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/monkey/stok
name = "stok"
desc = "It's a stok. stok."
icon_state = "stok"
item_state = "stok"
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/monkey/neaera
name = "neaera"
desc = "It's a neaera."
icon_state = "neaera"
item_state = "neaera"
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_NORMAL
//Holders for rats
/obj/item/holder/rat
name = "rat"
desc = "It's a fuzzy little critter."
desc_dead = "It's filthy vermin, throw it in the trash."
icon = 'icons/mob/npc/rat.dmi'
icon_state = "rat_brown_sleep"
item_state = "rat_brown"
icon_state_dead = "rat_brown_dead"
slot_flags = SLOT_EARS
origin_tech = list(TECH_BIO = 2)
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/rat/white
icon_state = "rat_white_sleep"
item_state = "rat_white"
icon_state_dead = "rat_white_dead"
/obj/item/holder/rat/gray
icon_state = "rat_gray_sleep"
item_state = "rat_gray"
icon_state_dead = "rat_gray_dead"
/obj/item/holder/rat/brown
icon_state = "rat_brown_sleep"
item_state = "rat_brown"
icon_state_dead = "rat_brown_dead"
/obj/item/holder/rat/hooded
icon_state = "rat_hooded_sleep"
item_state = "rat_hooded"
icon_state_dead = "rat_hooded_dead"
/obj/item/holder/rat/irish
icon_state = "rat_irish_sleep"
item_state = "rat_irish"
icon_state_dead = "rat_irish_dead"
//Lizards
/obj/item/holder/lizard
name = "lizard"
desc = "It's a hissy little lizard. Is it related to Unathi?"
desc_dead = "It doesn't hiss anymore."
icon_state_dead = "lizard_dead"
icon_state = "lizard"
slot_flags = 0
w_class = WEIGHT_CLASS_TINY
//Chicks and chickens
/obj/item/holder/chick
name = "chick"
icon = 'icons/mob/npc/livestock.dmi'
desc = "It's a fluffy little chick, until it grows up."
desc_dead = "How could you do this? You monster!"
icon_state_dead = "chick_dead"
slot_flags = 0
icon_state = "chick"
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/chicken
name = "chicken"
icon = 'icons/mob/npc/livestock.dmi'
desc = "It's a feathery, tasty-looking chicken."
desc_dead = "Now it's ready for plucking and cooking!"
icon_state = "chicken_brown"
icon_state_dead = "chicken_brown_dead"
slot_flags = 0
w_class = WEIGHT_CLASS_SMALL
/obj/item/holder/chicken/brown
icon_state = "chicken_brown"
icon_state_dead = "chicken_brown_dead"
/obj/item/holder/chicken/black
icon_state = "chicken_black"
icon_state_dead = "chicken_black_dead"
/obj/item/holder/chicken/white
icon_state = "chicken_white"
icon_state_dead = "chicken_white_dead"
//Mushroom
/obj/item/holder/mushroom
name = "walking mushroom"
name_dead = "mushroom"
desc = "It's a massive mushroom... with legs?"
desc_dead = "Shame, he was a really fun-guy." // HA
icon_state = "mushroom"
icon_state_dead = "mushroom_dead"
slot_flags = SLOT_HEAD
w_class = WEIGHT_CLASS_SMALL
//pAI
/obj/item/holder/pai
icon = 'icons/mob/npc/pai.dmi'
dir = EAST
slot_flags = SLOT_HEAD
no_name = TRUE
/obj/item/holder/pai/drone
icon_state = "repairbot_rest"
item_state = "repairbot"
/obj/item/holder/pai/cat
icon_state = "cat_rest"
item_state = "cat"
/obj/item/holder/pai/rat
icon_state = "rat_rest"
item_state = "rat"
/obj/item/holder/pai/monkey
icon_state = "monkey_rest"
item_state = "monkey"
/obj/item/holder/pai/rabbit
icon_state = "rabbit_rest"
item_state = "rabbit"
/obj/item/holder/pai/parrot
icon_state = "parrot_rest"
item_state = "parrot"
/obj/item/holder/pai/fox
icon_state = "fox_rest"
item_state = "fox"
/obj/item/holder/pai/schlorrgo
icon_state = "schlorrgo_rest"
item_state = "schlorrgo"
/obj/item/holder/pai/custom
var/customsprite = 1
/obj/item/holder/pai/custom/sync(mob/living/M)
..()
set_paiholder()
/obj/item/holder/pai/custom/proc/set_paiholder()
if(contained && customsprite == 1)
icon = CUSTOM_ITEM_SYNTH
icon_state = "[contained.icon_state]-holder"
item_state = "[contained.icon_state]"
//corgi
/obj/item/holder/corgi
name = "corgi"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "corgi"
item_state = "corgi"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/ian
name = "corgi"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "ian"
item_state = "ian"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/lisa
name = "lisa"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "lisa"
item_state = "lisa"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/fox
name = "fox"
icon = 'icons/mob/npc/fox.dmi'
icon_state = "fox"
item_state = "fox"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/schlorrgo
name = "schlorrgo"
icon = 'icons/mob/npc/schlorrgo.dmi'
icon_state = "schlorrgo"
item_state = "schlorrgo"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/holder/schlorrgo/baby
name = "schlorrgo hatchling"
icon_state = "schlorrgo_baby"
item_state = "schlorrgo_baby"
w_class = WEIGHT_CLASS_SMALL
/obj/item/holder/schlorrgo/fat
name = "fat schlorrgo"
icon_state = "schlorrgo_fat"
item_state = "schlorrgo_fat"
w_class = WEIGHT_CLASS_BULKY
/obj/item/holder/fish
name = "fish"
attack_verb = list("fished", "disrespected", "smacked", "smackereled")
icon = 'icons/mob/npc/fish.dmi'
icon_state = "fish_rest"
item_state = "fish_rest"
hitsound = 'sound/effects/snap.ogg'
force = 4//Being hit with an entire fish typically hurts
throwforce = 4//Having an entire fish thrown at you also hurts
throw_speed = 1//Because it's cinematic
/obj/item/holder/fish/gupper
icon_state = "gupper_rest"
item_state = "gupper_rest"
/obj/item/holder/fish/cod
icon_state = "cod_rest"
item_state = "cod_rest"
hitsound = 'sound/effects/snap.ogg'
force = 14//quite large fishey
throwforce = 6