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!
/🆑
This commit is contained in:
tralezab
2020-01-28 14:59:32 -08:00
committed by GitHub
parent d196444abe
commit 6c8b5378d3
4 changed files with 58 additions and 8 deletions
+42 -2
View File
@@ -24,20 +24,48 @@
name = "Lawyer"
jobtype = /datum/job/lawyer
back = null
box = null//need to put it in backpack_contents instead since our backpack may not be on our back
belt = /obj/item/pda/lawyer
ears = /obj/item/radio/headset/headset_srvsec
uniform = /obj/item/clothing/under/rank/civilian/lawyer/bluesuit
suit = /obj/item/clothing/suit/toggle/lawyer
shoes = /obj/item/clothing/shoes/laceup
l_hand = /obj/item/storage/briefcase/lawyer
l_pocket = /obj/item/laser_pointer
r_pocket = /obj/item/clothing/accessory/lawyers_badge
chameleon_extras = /obj/item/stamp/law
//see pre_equip for department gear
backpack_contents = list(/obj/item/storage/box/survival) //transfered to briefcase contents if they have it
var/list/briefcase_contents = list()
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
switch(H.backpack)
if(GBACKPACK)
back = /obj/item/storage/backpack //Grey backpack
if(GSATCHEL)
back = /obj/item/storage/backpack/satchel //Grey satchel
if(GDUFFELBAG)
back = /obj/item/storage/backpack/duffelbag //Grey Duffel bag
if(LSATCHEL)
back = /obj/item/storage/backpack/satchel/leather //Leather Satchel
else //departmental
back = null //Department gear is a suitcase for lawyer
l_hand = /obj/item/storage/briefcase/lawyer
briefcase_contents.Add(backpack_contents)
backpack_contents = list()
//converts the uniform string into the path we'll wear, whether it's the skirt or regular variant
var/holder
if(H.jumpsuit_style == PREF_SKIRT)
holder = "[uniform]/skirt"
if(!text2path(holder))
holder = "[uniform]"
else
holder = "[uniform]"
uniform = text2path(holder)
if(visualsOnly)
return
@@ -46,3 +74,15 @@
if(J.lawyers>1)
uniform = /obj/item/clothing/under/rank/civilian/lawyer/purpsuit
suit = /obj/item/clothing/suit/toggle/lawyer/purple
/datum/outfit/job/lawyer/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(briefcase_contents)
for(var/path in briefcase_contents)
var/number = briefcase_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
H.equip_to_slot_or_del(new path(H),ITEM_SLOT_LHANDSTORE, TRUE)
@@ -989,6 +989,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(H.back)
if(SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
return TRUE
if(ITEM_SLOT_LHANDSTORE)
var/obj/item/held_left = H.get_held_items_for_side(LEFT_HANDS)
if(held_left)
if(SEND_SIGNAL(held_left, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
return TRUE
return FALSE
return FALSE //Unsupported slot
@@ -74,6 +74,10 @@
if(ITEM_SLOT_BACKPACK)
if(!back || !SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
if(ITEM_SLOT_LHANDSTORE)
var/obj/item/held_left = get_held_items_for_side(LEFT_HANDS)
if(!held_left || !SEND_SIGNAL(held_left, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
else
not_handled = TRUE