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Lawyer's department backpack is a briefcase (#48877)
The lawyer may still start with a backpack by making their backpack style not departmental. Why It's Good For The Game Lawyers should make more use of their really cool suitcases, including the passcode locked one they get roundstart. Style wise, the grey backpack totally ruins the look. And if they don't wanna be cool, they can easily opt out! I would also like to say this isnt part of some grand conspiracy about inventory so dont start you rats Changelog 🆑 tweak: lawyer's department backpack... is no backpack! /🆑
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@@ -24,20 +24,48 @@
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name = "Lawyer"
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jobtype = /datum/job/lawyer
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back = null
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box = null//need to put it in backpack_contents instead since our backpack may not be on our back
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belt = /obj/item/pda/lawyer
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ears = /obj/item/radio/headset/headset_srvsec
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uniform = /obj/item/clothing/under/rank/civilian/lawyer/bluesuit
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suit = /obj/item/clothing/suit/toggle/lawyer
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shoes = /obj/item/clothing/shoes/laceup
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l_hand = /obj/item/storage/briefcase/lawyer
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l_pocket = /obj/item/laser_pointer
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r_pocket = /obj/item/clothing/accessory/lawyers_badge
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chameleon_extras = /obj/item/stamp/law
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//see pre_equip for department gear
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backpack_contents = list(/obj/item/storage/box/survival) //transfered to briefcase contents if they have it
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var/list/briefcase_contents = list()
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/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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switch(H.backpack)
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if(GBACKPACK)
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back = /obj/item/storage/backpack //Grey backpack
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if(GSATCHEL)
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back = /obj/item/storage/backpack/satchel //Grey satchel
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if(GDUFFELBAG)
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back = /obj/item/storage/backpack/duffelbag //Grey Duffel bag
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if(LSATCHEL)
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back = /obj/item/storage/backpack/satchel/leather //Leather Satchel
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else //departmental
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back = null //Department gear is a suitcase for lawyer
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l_hand = /obj/item/storage/briefcase/lawyer
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briefcase_contents.Add(backpack_contents)
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backpack_contents = list()
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//converts the uniform string into the path we'll wear, whether it's the skirt or regular variant
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var/holder
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if(H.jumpsuit_style == PREF_SKIRT)
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holder = "[uniform]/skirt"
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if(!text2path(holder))
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holder = "[uniform]"
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else
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holder = "[uniform]"
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uniform = text2path(holder)
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if(visualsOnly)
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return
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@@ -46,3 +74,15 @@
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if(J.lawyers>1)
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uniform = /obj/item/clothing/under/rank/civilian/lawyer/purpsuit
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suit = /obj/item/clothing/suit/toggle/lawyer/purple
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/datum/outfit/job/lawyer/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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if(visualsOnly)
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return
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if(briefcase_contents)
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for(var/path in briefcase_contents)
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var/number = briefcase_contents[path]
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if(!isnum(number))//Default to 1
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number = 1
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for(var/i in 1 to number)
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H.equip_to_slot_or_del(new path(H),ITEM_SLOT_LHANDSTORE, TRUE)
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@@ -989,6 +989,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(H.back)
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if(SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
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return TRUE
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if(ITEM_SLOT_LHANDSTORE)
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var/obj/item/held_left = H.get_held_items_for_side(LEFT_HANDS)
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if(held_left)
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if(SEND_SIGNAL(held_left, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
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return TRUE
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return FALSE
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return FALSE //Unsupported slot
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@@ -74,6 +74,10 @@
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if(ITEM_SLOT_BACKPACK)
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if(!back || !SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
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not_handled = TRUE
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if(ITEM_SLOT_LHANDSTORE)
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var/obj/item/held_left = get_held_items_for_side(LEFT_HANDS)
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if(!held_left || !SEND_SIGNAL(held_left, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
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not_handled = TRUE
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else
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not_handled = TRUE
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