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ports pockets (from Animus Green) and adds them to some clothing.
This PR ports pockets (from Animus Green) and adds them to some clothing. Shoes that support storing items now use pockets system. Some hats have 1 small pocket. Detective's hat spawns with a flask in it. Clown's mask has a single tiny top-secret pocket. Honk! This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
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@@ -1,39 +1,79 @@
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/obj/item/weapon/storage/internal
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storage_slots = 2
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max_w_class = 2
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max_combined_w_class = 4
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max_combined_w_class = 50 // Limited by slots, not combined weight class
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w_class = 4
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var/priority = 1
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/*obj/item/weapon/storage/internal/pocket/New()
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/obj/item/weapon/storage/internal/ClickAccessible(mob/user, depth=1)
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if(loc)
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return loc.ClickAccessible(user, depth)
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/obj/item/weapon/storage/internal/Adjacent(A)
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if(loc)
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return loc.Adjacent(A)
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/obj/item/weapon/storage/internal/pocket
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var/priority = TRUE
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// TRUE if opens when clicked, like a backpack.
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// FALSE if opens only when dragged on mob's icon (hidden pocket)
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var/quickdraw = FALSE
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// TRUE if you can quickdraw items from it with alt-click.
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/obj/item/weapon/storage/internal/pocket/New()
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..()
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if(loc) name = loc.name
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if(loc)
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name = loc.name
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/obj/item/weapon/storage/internal/pocket/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user)
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. = ..()
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if(. && silent && !prevent_warning)
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if(quickdraw)
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user << "<span class='notice'>You discreetly slip [W] into [src]. Alt-click [src] to remove it.</span>"
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else
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user << "<span class='notice'>You discreetly slip [W] into [src]."
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/obj/item/weapon/storage/internal/pocket/big
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max_w_class = 3
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max_combined_w_class = 6
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/obj/item/weapon/storage/internal/pocket/small
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storage_slots = 1
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max_combined_w_class = 2
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priority = 0
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priority = FALSE
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/obj/item/weapon/storage/internal/pocket/tiny
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storage_slots = 1
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max_w_class = 1
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max_combined_w_class = 1
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priority = 0
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priority = FALSE
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/obj/item/weapon/storage/internal/pocket/shoes
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can_hold = list(
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/obj/item/weapon/kitchen/knife, /obj/item/weapon/switchblade, /obj/item/weapon/pen,
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/obj/item/weapon/scalpel, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/dnainjector,
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/obj/item/weapon/reagent_containers/hypospray/medipen, /obj/item/weapon/reagent_containers/dropper,
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/obj/item/weapon/implanter, /obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool/mini,
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/obj/item/device/firing_pin
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)
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//can hold both regular pens and energy daggers. made for your every-day tactical librarians/murderers.
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priority = FALSE
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quickdraw = TRUE
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silent = TRUE
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/obj/item/weapon/storage/internal/pocket/shoes/clown
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can_hold = list(
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/obj/item/weapon/kitchen/knife, /obj/item/weapon/switchblade, /obj/item/weapon/pen,
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/obj/item/weapon/scalpel, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/dnainjector,
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/obj/item/weapon/reagent_containers/hypospray/medipen, /obj/item/weapon/reagent_containers/dropper,
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/obj/item/weapon/implanter, /obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool/mini,
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/obj/item/device/firing_pin, /obj/item/weapon/bikehorn)
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/obj/item/weapon/storage/internal/pocket/small/detective
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priority = 1
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priority = TRUE // so the detectives would discover pockets in their hats
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/obj/item/weapon/storage/internal/pocket/small/detective/New()
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..()
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new /obj/item/weapon/reagent_containers/food/drinks/flask/det(src)
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proc/isstorage(var/atom/A)
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/*
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/proc/isstorage(var/atom/A)
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if(istype(A, /obj/item/weapon/storage))
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return 1
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@@ -36,8 +36,9 @@
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return
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if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
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orient2hud(M) // dunno why it wasn't before
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// this must come before the screen objects only block, dunno why it wasn't before
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if(over_object == M && (src.ClickAccessible(M, depth=STORAGE_VIEW_DEPTH) || Adjacent(M)))
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orient2hud(M)
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if(M.s_active)
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M.s_active.close(M)
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show_to(M)
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@@ -205,7 +206,7 @@
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number = 1
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//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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//This proc determines the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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/obj/item/weapon/storage/proc/orient2hud(mob/user)
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var/adjusted_contents = contents.len
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