The heavy pirate's armored 'Pirate Coat' can store the same items as standard issued armor. (#94201)

## About The Pull Request

The special armored pirate coat variant (from heavy pirates/rare
treasure chest rng) can hold what standard armor can hold.
Oversight as a result of inconsistent object pathing, see below.

## Why It's Good For The Game

- Could be an oversight - Pirate coats aren't pathed under
"/obj/item/clothing/suit/armor" despite being an armored variant of
clothing (the armored variant is pathed under 'costume'), and therefore
doesn't inherit 'GLOB.security_vest_allowed' like regular non-special
armor (non heretic) usually have.
- Heavy pirates spawn with shotguns and laser guns, but they can't
actually store their guns on their back/belt slot. They also don't get a
backpack on their ship.
- Transporting valuables to the pirate ship should be a tad bit more
convenient considering a pirate's primary role is theft.
- Pirate armor is rare and exclusive - It's only obtainable through
heavy pirates, or gambling the beach treasure chest.
- Logic/spirte wise makes sense - See armored trenchcoat.

## Changelog

🆑 ArchBTW
balance: Heavy pirate's armored pirate coat can hold the same items that
standard armor can.
/🆑

---------

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
This commit is contained in:
archbtw
2025-12-13 17:45:24 +11:00
committed by GitHub
co-authored by glue0000
parent 30f71cc328
commit d3ede8e4b2
+4
View File
@@ -47,6 +47,10 @@
equip_delay_other = 2 SECONDS
species_exception = null
/obj/item/clothing/suit/costume/pirate/armored/Initialize(mapload)
. = ..()
allowed += GLOB.security_vest_allowed
/obj/item/clothing/suit/costume/pirate/captain
name = "pirate captain coat"
desc = "Yarr."