Files
Bubberstation/code/game/objects/items/storage/backpack.dm
necromanceranne 6c34d93be7 Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request

Massively overhauls and standardizes the nuclear operative uplink. 

### Weapon Kits

Essentially, all the main weapons of the uplink have been changed to
instead come as 'weapon kits', which are essentially cases containing a
weapon loadout to enable operatives to easily start operating on only
just one item purchase, without the fuss of worrying whether or not
operatives are getting spare ammo, or getting relevant equipment for
success. Consider this a pseudo-loadout, though without necessarily
restricting the purchasing of more weapon kits.

All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC)
and High Cost (18 TC). This is also matched by categorized ammo costs;
Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC),
Incendiary (3 TC) and Special (or anything that does not easily fit
these categories and does something real extra) (5 TC). Weapons that
lacked these ammos have gained these ammo types to fill the gaps.

<details>
There is may one exception to this in disruptor ammo, which is priced as
basic ammo if only because it isn't _quite_ good enough to justify
pricing at 5 tc and I can see an op wanting to use it as a basic ammo
type instead of normal .50 BMG against, say, a silicon/mech heavy
opposition. Since it cannot kill organics on its own, I'll consider this
mostly basic-adjacent
</details>
The kits have also been labelled based on potential difficulty. This
reflects possible difficulties in using the item, how conducive it is to
success for how much game knowledge needed to actually use it, and how
likely an op is to succeed using it. I don't expect ops to win using
nothing but a rocket launcher, but I think ops should get a fair shake
at trying, yeah?

The kits are as below:
#### **Low-Cost**
_Bulldog (Moderate):_ Shotgun and three magazines of standard ammo.
_Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo.
#### **Medium Cost**
_C-20r (Easy):_ SMG and three spare magazines of standard ammo.
_Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a
special hat)
_Revolver (Moderate):_ Revolver and three speedloaders of standard ammo.
_Rocket Launcher (Hard):_ Rocket launcher with three spare rockets.
#### **High Cost**
_L6 SAW (Moderate):_ LMG, and that's it. No spare ammo.
_M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box
of rubber grenades.
_Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and
one magazine of disruptor ammo. Also suit and tie.
_CQC (Very Hard):_ Comes with a stealth implant and a bandana.
_Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap,
antislip module, meth injector and a prisoner jumpsuit.
_**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher
(the one that launchers chem grenades). (I replaced the shit acid
grenade with another flashbang in the belt)

Surplus SMG (Flukie difficulty) has been unchanged. It just now comes
with two rations.

Includes two new revolver ammo types: Phasic, which goes through walls
and armor, but has significantly less damage as a result (I've equalized
the revolver damage and the rifle version's damage to 30 for both). And
Heartseeker, which has homing bullets. Both are Special ammo, and are
priced at 5 TC a speedloader.

### Other Gear

The other items in the uplink have also been consolidated and
standardized in various ways.

#### Grenades

Most now cost 15 TC for three grenades of any given type (including the
full fungal tuberculous). This is pretty much identical to the previous
price, just more consistent overall and front-loaded in cost.

#### Reinforcements

All the various reinforcements now cost 35 TC and all refundable,
equalizing cost to the average across the reinforcements. This is
primarily because I feel like all these options should be weighed
equally, and not one of these options are necessarily worse or better
than the other in their current balance. They're largely inaccessible
for normal ops regardless, and typically come out when there is a
discount or war ops. I took the average value and went with it. Not much
more to say.

#### Mechs

They're just cheaper. These things still suck and they need help.
They've always needed help. A slightly less excessive value for the
mechs may help see people willing to spend the TC on them. I doubt it. I
seriously suggest not buying these still. I keep them in primarily
because they are big stompy mechs and are kind of iconic 'war ops' gear.

#### Bundles

Since I've implemented weapon kits, gun bundles are rather redundant. So
the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and
technically the sniper bundle were removed. The sniper bundle is now the
weapon kit, obviously.

Nothing else here really. Except for one....

#### Implants

Not much changed here. I standardized the implant prices to 8 TC a pop.
This is in accordance with traitor implants, which ops also get. So
everything in this category bar a few exceptions (like macro/microbombs)
are around 8 TC. Makes sense to me, really.

Importantly, I made the Implant bundle 25 TC, and I unrandomized the
contents. Who in the right fucking mind would spend 40 TC just to get
five reviver implants is beyond me. But instead, you get one of each of
the cybernetic implants except thermal eyes (you can just buy thermals
and get the benefit of both vision types; x-ray and thermal vision, if
you want to use smokescreens a lot).

#### Base Keys

They're all now 15 TC, except the fridge which is 5 TC. It's weird
they're valued differently when they are taken mostly to do gimmicks
like xenobio and toxins in a hurry before hitting the station. So we've
standardized it.

## Hat Crate

**YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE
FOR ONLY 5 TC!**

**NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD
ISSUE CROWBAR!**

**ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!**

**PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!**

~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~

<details>
There is a 1% chance to instagib people with direct hits from a rocket.
This does the crit effect.
</details>

## Why It's Good For The Game

The uplink needed more spring cleaning and standardization.

With this, I've partially implemented my older idea for ammo consistency
and initial allowance for nukies. Ammo is kind of over-priced and often
where a good chunk of TC goes towards without really pushing nukies
towards meaningful success. And it is often what is tripping up new
players who didn't think to get any. Now, when they get a gun, they get
ammo in their case. On top of this, the weapon kit category is both at
the top of the uplink AND has a little label to say 'Recommend', so that
these new players will hopefully know they should be looking there
first.

In addition, it is the gateway towards a concept that is currently being
worked on. Nuclear operatives having some degree of predefined loadouts
for players to select if they aren't sure what they want, or don't know
what to get. Nukies is very confusing for many players. So giving them a
fighting chance with some premade setups can help ease them into the
role without needing too much player knowledge in how to apply the
items. This is only one step towards that, so that players can identify
what gear they need to help succeed based on their skill.

I wanted to implement a difficulty warning so that players can choose
gear loadouts that are actually conducive to their skill and knowledge.
I based it on how much players would need to know to engage in combat
with it, and how much fiddling is required to get something to work
properly (overly involved reloading is a consideration, for example, as
well as precise button presses). In addition, how much of a force
multiplier some weapons can be for their ease of use.

Most people recognize the c20-r as the most new player friendly weapon,
as an example. So it would be good to steer players towards taking that
gun because of how easy it is to use, understand and succeed with it.

And most importantly of all; Having standards within the uplink is
important. Most of the values in the uplink are just completely random.
Nobody has a good grasp of what is too much or too little. Even just a
hint of consistency, and people will stick to it (see implants for what
I mean). And there is still some work to be done even there. A good
start is weapons. Price for power can be meaningful when decided whether
we want some weapons to come out more often than others. Players do
enjoy making informed decisions and choices, and having affordability be
a draw to some otherwise less powerful weapons (looking at you, Bulldog)
can actually be a worthwhile and meaningful difference.

~~I thought it would tick off the gun nerds to change the calibers on
the guns.~~

~~I also thought adding hats would be funny given the release of TF2's
most recent update.~~

## Changelog
🆑
balance: Standardizes some of the nuclear operative entries to have more
consistent pricing within their respective categories.
add: Adds some new categories so that players have an easier time
navigating the nuclear operative uplink.
balance: Many items have had prices reduced or adjusted to make them
more desirable or more consistent within their category.
add: Weapon kits have replaced almost all the individual weapons in the
uplink. You now buy these instead of the individual weapon. These often
come with spare ammo or relevant gear for success.
add: Most ammo types have been standardized in price.
refactor; Removes a lot of redundant item entry code and tidies up the
actual code part of the nuclear uplink so that it is much easier to find
things within it.
add: Added 40 new cosmetic items to the Syndicate Store. Buy them now
from the Hat Crate, only 5 TC!
code: Updated the nuclear operative uplink files.
/🆑
2023-08-08 11:40:23 +01:00

812 lines
29 KiB
Plaintext

/* Backpacks
* Contains:
* Backpack
* Backpack Types
* Satchel Types
*/
/*
* Backpack
*/
/obj/item/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
icon = 'icons/obj/storage/backpack.dmi'
worn_icon = 'icons/mob/clothing/back/backpack.dmi'
icon_state = "backpack"
inhand_icon_state = "backpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK //ERROOOOO
resistance_flags = NONE
max_integrity = 300
storage_type = /datum/storage/backpack
/obj/item/storage/backpack/Initialize(mapload)
. = ..()
AddElement(/datum/element/attack_equip)
/*
* Backpack Types
*/
/obj/item/storage/backpack/old/Initialize(mapload)
. = ..()
atom_storage.max_total_storage = 12
/obj/item/bag_of_holding_inert
name = "inert bag of holding"
desc = "What is currently a just an unwieldly block of metal with a slot ready to accept a bluespace anomaly core."
icon = 'icons/obj/storage/backpack.dmi'
worn_icon = 'icons/mob/clothing/back/backpack.dmi'
icon_state = "bag_of_holding-inert"
inhand_icon_state = "brokenpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
/obj/item/storage/backpack/holding
name = "bag of holding"
desc = "A backpack that opens into a localized pocket of bluespace."
icon_state = "bag_of_holding"
inhand_icon_state = "holdingpack"
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
armor_type = /datum/armor/backpack_holding
storage_type = /datum/storage/bag_of_holding
/datum/armor/backpack_holding
fire = 60
acid = 50
/obj/item/storage/backpack/holding/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is jumping into [src]! It looks like [user.p_theyre()] trying to commit suicide."))
user.dropItemToGround(src, TRUE)
user.Stun(100, ignore_canstun = TRUE)
sleep(2 SECONDS)
playsound(src, SFX_RUSTLE, 50, TRUE, -5)
user.suicide_log()
qdel(user)
/obj/item/storage/backpack/santabag
name = "Santa's Gift Bag"
desc = "Space Santa uses this to deliver presents to all the nice children in space in Christmas! Wow, it's pretty big!"
icon_state = "giftbag0"
inhand_icon_state = "giftbag"
w_class = WEIGHT_CLASS_BULKY
/obj/item/storage/backpack/santabag/Initialize(mapload)
. = ..()
regenerate_presents()
/obj/item/storage/backpack/santabag/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] places [src] over [user.p_their()] head and pulls it tight! It looks like [user.p_they()] [user.p_are()]n't in the Christmas spirit..."))
return OXYLOSS
/obj/item/storage/backpack/santabag/proc/regenerate_presents()
addtimer(CALLBACK(src, PROC_REF(regenerate_presents)), 30 SECONDS)
var/mob/user = get(loc, /mob)
if(!istype(user))
return
if(HAS_MIND_TRAIT(user, TRAIT_CANNOT_OPEN_PRESENTS))
var/turf/floor = get_turf(src)
var/obj/item/thing = new /obj/item/a_gift/anything(floor)
if(!atom_storage.attempt_insert(thing, user, override = TRUE, force = STORAGE_SOFT_LOCKED))
qdel(thing)
/obj/item/storage/backpack/cultpack
name = "trophy rack"
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
icon_state = "backpack-cult"
inhand_icon_state = "backpack"
alternate_worn_layer = ABOVE_BODY_FRONT_HEAD_LAYER
/obj/item/storage/backpack/clown
name = "Giggles von Honkerton"
desc = "It's a backpack made by Honk! Co."
icon_state = "backpack-clown"
inhand_icon_state = "clownpack"
/obj/item/storage/backpack/explorer
name = "explorer bag"
desc = "A robust backpack for stashing your loot."
icon_state = "backpack-explorer"
inhand_icon_state = "explorerpack"
/obj/item/storage/backpack/mime
name = "Parcel Parceaux"
desc = "A silent backpack made for those silent workers. Silence Co."
icon_state = "backpack-mime"
inhand_icon_state = "mimepack"
/obj/item/storage/backpack/medic
name = "medical backpack"
desc = "It's a backpack especially designed for use in a sterile environment."
icon_state = "backpack-medical"
inhand_icon_state = "medicalpack"
/obj/item/storage/backpack/coroner
name = "coroner backpack"
desc = "It's a backpack especially designed for use in an undead environment."
icon_state = "backpack-coroner"
inhand_icon_state = "coronerpack"
/obj/item/storage/backpack/security
name = "security backpack"
desc = "It's a very robust backpack."
icon_state = "backpack-security"
inhand_icon_state = "securitypack"
/obj/item/storage/backpack/captain
name = "captain's backpack"
desc = "It's a special backpack made exclusively for Nanotrasen officers."
icon_state = "backpack-captain"
inhand_icon_state = "captainpack"
/obj/item/storage/backpack/industrial
name = "industrial backpack"
desc = "It's a tough backpack for the daily grind of station life."
icon_state = "backpack-engineering"
inhand_icon_state = "engiepack"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/botany
name = "botany backpack"
desc = "It's a backpack made of all-natural fibers."
icon_state = "backpack-hydroponics"
inhand_icon_state = "botpack"
/obj/item/storage/backpack/chemistry
name = "chemistry backpack"
desc = "A backpack specially designed to repel stains and hazardous liquids."
icon_state = "backpack-chemistry"
inhand_icon_state = "chempack"
/obj/item/storage/backpack/genetics
name = "genetics backpack"
desc = "A bag designed to be super tough, just in case someone hulks out on you."
icon_state = "backpack-genetics"
inhand_icon_state = "genepack"
/obj/item/storage/backpack/science
name = "science backpack"
desc = "A specially designed backpack. It's fire resistant and smells vaguely of plasma."
icon_state = "backpack-science"
inhand_icon_state = "scipack"
/obj/item/storage/backpack/virology
name = "virology backpack"
desc = "A backpack made of hypo-allergenic fibers. It's designed to help prevent the spread of disease. Smells like monkey."
icon_state = "backpack-virology"
inhand_icon_state = "viropack"
/obj/item/storage/backpack/ert
name = "emergency response team commander backpack"
desc = "A spacious backpack with lots of pockets, worn by the Commander of an Emergency Response Team."
icon_state = "ert_commander"
inhand_icon_state = "securitypack"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/ert/security
name = "emergency response team security backpack"
desc = "A spacious backpack with lots of pockets, worn by Security Officers of an Emergency Response Team."
icon_state = "ert_security"
/obj/item/storage/backpack/ert/medical
name = "emergency response team medical backpack"
desc = "A spacious backpack with lots of pockets, worn by Medical Officers of an Emergency Response Team."
icon_state = "ert_medical"
/obj/item/storage/backpack/ert/engineer
name = "emergency response team engineer backpack"
desc = "A spacious backpack with lots of pockets, worn by Engineers of an Emergency Response Team."
icon_state = "ert_engineering"
/obj/item/storage/backpack/ert/janitor
name = "emergency response team janitor backpack"
desc = "A spacious backpack with lots of pockets, worn by Janitors of an Emergency Response Team."
icon_state = "ert_janitor"
/obj/item/storage/backpack/ert/clown
name = "emergency response team clown backpack"
desc = "A spacious backpack with lots of pockets, worn by Clowns of an Emergency Response Team."
icon_state = "ert_clown"
/obj/item/storage/backpack/saddlepack
name = "saddlepack"
desc = "A backpack designed to be saddled on a mount or carried on your back, and switch between the two on the fly. It's quite spacious, at the cost of making you feel like a literal pack mule."
icon = 'icons/obj/storage/ethereal.dmi'
worn_icon = 'icons/mob/clothing/back/ethereal.dmi'
icon_state = "saddlepack"
/obj/item/storage/backpack/saddlepack/Initialize(mapload)
. = ..()
atom_storage.max_total_storage = 26
// MEAT MEAT MEAT MEAT MEAT
/obj/item/storage/backpack/meat
name = "\improper MEAT"
desc = "MEAT MEAT MEAT MEAT MEAT MEAT"
icon_state = "meatmeatmeat"
inhand_icon_state = "meatmeatmeat"
force = 15
throwforce = 15
attack_verb_continuous = list("MEATS", "MEAT MEATS")
attack_verb_simple = list("MEAT", "MEAT MEAT")
///Sounds used in the squeak component
var/list/meat_sounds = list('sound/effects/blobattack.ogg' = 1)
///Reagents added to the edible component, ingested when you EAT the MEAT
var/list/meat_reagents = list(
/datum/reagent/consumable/nutriment/protein = 10,
/datum/reagent/consumable/nutriment/vitamin = 10,
)
///The food types of the edible component
var/foodtypes = MEAT | RAW
///How our MEAT tastes. It tastes like MEAT
var/list/tastes = list("MEAT" = 1)
///Eating verbs when consuming the MEAT
var/list/eatverbs = list("MEAT", "absorb", "gnaw", "consume")
/obj/item/storage/backpack/meat/Initialize(mapload)
. = ..()
AddComponent(/datum/component/edible,\
initial_reagents = meat_reagents,\
foodtypes = foodtypes,\
tastes = tastes,\
eatverbs = eatverbs,\
)
AddComponent(/datum/component/squeak, meat_sounds)
/*
* Satchel Types
*/
/obj/item/storage/backpack/satchel
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
inhand_icon_state = "satchel-norm"
/obj/item/storage/backpack/satchel/leather
name = "leather satchel"
desc = "It's a very fancy satchel made with fine leather."
icon_state = "satchel-leather"
inhand_icon_state = "satchel"
/obj/item/storage/backpack/satchel/leather/withwallet/PopulateContents()
new /obj/item/storage/wallet/random(src)
/obj/item/storage/backpack/satchel/fireproof
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/satchel/eng
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-engineering"
inhand_icon_state = "satchel-eng"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/satchel/med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-medical"
inhand_icon_state = "satchel-med"
/obj/item/storage/backpack/satchel/vir
name = "virologist satchel"
desc = "A sterile satchel with virologist colours."
icon_state = "satchel-virology"
inhand_icon_state = "satchel-vir"
/obj/item/storage/backpack/satchel/chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chemistry"
inhand_icon_state = "satchel-chem"
/obj/item/storage/backpack/satchel/coroner
name = "coroner satchel"
desc = "A satchel used to carry whatever's left of human bodies."
icon_state = "satchel-coroner"
inhand_icon_state = "satchel-coroner"
/obj/item/storage/backpack/satchel/gen
name = "geneticist satchel"
desc = "A sterile satchel with geneticist colours."
icon_state = "satchel-genetics"
inhand_icon_state = "satchel-gen"
/obj/item/storage/backpack/satchel/science
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-science"
inhand_icon_state = "satchel-sci"
/obj/item/storage/backpack/satchel/hyd
name = "botanist satchel"
desc = "A satchel made of all natural fibers."
icon_state = "satchel-hydroponics"
inhand_icon_state = "satchel-hyd"
/obj/item/storage/backpack/satchel/sec
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-security"
inhand_icon_state = "satchel-sec"
/obj/item/storage/backpack/satchel/explorer
name = "explorer satchel"
desc = "A robust satchel for stashing your loot."
icon_state = "satchel-explorer"
inhand_icon_state = "satchel-explorer"
/obj/item/storage/backpack/satchel/cap
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-captain"
inhand_icon_state = "satchel-cap"
/obj/item/storage/backpack/satchel/flat
name = "smuggler's satchel"
desc = "A very slim satchel that can easily fit into tight spaces."
icon_state = "satchel-flat"
inhand_icon_state = "satchel-flat"
w_class = WEIGHT_CLASS_NORMAL //Can fit in backpacks itself.
/obj/item/storage/backpack/satchel/flat/Initialize(mapload)
. = ..()
AddElement(/datum/element/undertile, TRAIT_T_RAY_VISIBLE, INVISIBILITY_OBSERVER, use_anchor = TRUE)
atom_storage.max_total_storage = 15
atom_storage.set_holdable(cant_hold_list = list(/obj/item/storage/backpack/satchel/flat)) //muh recursive backpacks)
/obj/item/storage/backpack/satchel/flat/PopulateContents()
for(var/items in 1 to 4)
new /obj/effect/spawner/random/contraband(src)
/obj/item/storage/backpack/satchel/flat/with_tools/PopulateContents()
new /obj/item/stack/tile/iron/base(src)
new /obj/item/crowbar(src)
..()
/obj/item/storage/backpack/satchel/flat/empty/PopulateContents()
return
/obj/item/storage/backpack/duffelbag
name = "duffel bag"
desc = "A large duffel bag for holding extra things."
icon_state = "duffel"
inhand_icon_state = "duffel"
actions_types = list(/datum/action/item_action/zipper)
storage_type = /datum/storage/duffel
// How much to slow you down if your bag isn't zipped up
var/zip_slowdown = 1
/// If this bag is zipped (contents hidden) up or not
/// Starts enabled so you're forced to interact with it to "get" it
var/zipped_up = TRUE
// How much time it takes to zip up (close) the duffelbag
var/zip_up_duration = 0.5 SECONDS
// Audio played during zipup
var/zip_up_sfx = 'sound/items/zip_up.ogg'
// How much time it takes to unzip the duffel
var/unzip_duration = 2.1 SECONDS
// Audio played during unzip
var/unzip_sfx = 'sound/items/un_zip.ogg'
/obj/item/storage/backpack/duffelbag/Initialize(mapload)
. = ..()
set_zipper(TRUE)
/obj/item/storage/backpack/duffelbag/update_desc(updates)
. = ..()
desc = "[initial(desc)]<br>[zipped_up ? "It's zipped up, preventing you from accessing its contents." : "It's unzipped, and harder to move in."]"
/obj/item/storage/backpack/duffelbag/attack_self(mob/user, modifiers)
if(loc != user) // God fuck TK
return ..()
if(zipped_up)
return attack_hand(user, modifiers)
else
return attack_hand_secondary(user, modifiers)
/obj/item/storage/backpack/duffelbag/attack_self_secondary(mob/user, modifiers)
attack_self(user, modifiers)
return ..()
// If we're zipped, click to unzip
/obj/item/storage/backpack/duffelbag/attack_hand(mob/user, list/modifiers)
if(loc != user)
// Hacky, but please don't be cringe yeah?
atom_storage.silent = TRUE
. = ..()
atom_storage.silent = initial(atom_storage.silent)
return
if(!zipped_up)
return ..()
balloon_alert(user, "unzipping...")
playsound(src, unzip_sfx, 100, FALSE)
var/datum/callback/can_unzip = CALLBACK(src, PROC_REF(zipper_matches), TRUE)
if(!do_after(user, unzip_duration, src, extra_checks = can_unzip))
user.balloon_alert(user, "unzip failed!")
return
balloon_alert(user, "unzipped")
set_zipper(FALSE)
return TRUE
// Vis versa
/obj/item/storage/backpack/duffelbag/attack_hand_secondary(mob/user, list/modifiers)
if(loc != user)
return ..()
if(zipped_up)
return SECONDARY_ATTACK_CALL_NORMAL
balloon_alert(user, "zipping...")
playsound(src, zip_up_sfx, 100, FALSE)
var/datum/callback/can_zip = CALLBACK(src, PROC_REF(zipper_matches), FALSE)
if(!do_after(user, zip_up_duration, src, extra_checks = can_zip))
user.balloon_alert(user, "zip failed!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
balloon_alert(user, "zipped")
set_zipper(TRUE)
return SECONDARY_ATTACK_CONTINUE_CHAIN
/// Checks to see if the zipper matches the passed in state
/// Returns true if so, false otherwise
/obj/item/storage/backpack/duffelbag/proc/zipper_matches(matching_value)
return zipped_up == matching_value
/obj/item/storage/backpack/duffelbag/proc/set_zipper(new_zip)
zipped_up = new_zip
SEND_SIGNAL(src, COMSIG_DUFFEL_ZIP_CHANGE, new_zip)
if(zipped_up)
slowdown = initial(slowdown)
atom_storage.locked = STORAGE_SOFT_LOCKED
atom_storage.display_contents = FALSE
atom_storage.close_all()
else
slowdown = zip_slowdown
atom_storage.locked = STORAGE_NOT_LOCKED
atom_storage.display_contents = TRUE
if(isliving(loc))
var/mob/living/wearer = loc
wearer.update_equipment_speed_mods()
update_appearance()
/obj/item/storage/backpack/duffelbag/cursed
name = "living duffel bag"
desc = "A cursed clown duffel bag that hungers for food of any kind. A warning label suggests that it eats food inside. \
If that food happens to be a horribly ruined mess or the chef scrapped out of the microwave, or poisoned in some way, \
then it might have negative effects on the bag..."
icon_state = "duffel-curse"
inhand_icon_state = "duffel-curse"
zip_slowdown = 2
max_integrity = 100
/obj/item/storage/backpack/duffelbag/cursed/Initialize(mapload)
. = ..()
AddComponent(/datum/component/curse_of_hunger, add_dropdel = TRUE)
/obj/item/storage/backpack/duffelbag/captain
name = "captain's duffel bag"
desc = "A large duffel bag for holding extra captainly goods."
icon_state = "duffel-captain"
inhand_icon_state = "duffel-captain"
/obj/item/storage/backpack/duffelbag/med
name = "medical duffel bag"
desc = "A large duffel bag for holding extra medical supplies."
icon_state = "duffel-medical"
inhand_icon_state = "duffel-med"
/obj/item/storage/backpack/duffelbag/med/surgery
name = "surgical duffel bag"
desc = "A large duffel bag for holding extra medical supplies - this one seems to be designed for holding surgical tools."
/obj/item/storage/backpack/duffelbag/med/surgery/PopulateContents()
new /obj/item/scalpel(src)
new /obj/item/hemostat(src)
new /obj/item/retractor(src)
new /obj/item/circular_saw(src)
new /obj/item/surgicaldrill(src)
new /obj/item/cautery(src)
new /obj/item/bonesetter(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/razor(src)
new /obj/item/blood_filter(src)
/obj/item/storage/backpack/duffelbag/coroner
name = "coroner duffel bag"
desc = "A large duffel bag for holding large amounts of organs at once."
icon_state = "duffel-coroner"
inhand_icon_state = "duffel-coroner"
/obj/item/storage/backpack/duffelbag/coroner/surgery
name = "surgical coroner bag"
desc = "A large duffel bag for holding extra medical supplies - this one seems to be designed for holding morbid surgical tools."
/obj/item/storage/backpack/duffelbag/coroner/surgery/PopulateContents()
new /obj/item/scalpel/cruel(src)
new /obj/item/hemostat/cruel(src)
new /obj/item/retractor/cruel(src)
new /obj/item/circular_saw(src)
new /obj/item/surgicaldrill(src)
new /obj/item/cautery/cruel(src)
new /obj/item/bonesetter(src)
new /obj/item/surgical_drapes(src)
new /obj/item/razor(src)
new /obj/item/blood_filter(src)
/obj/item/storage/backpack/duffelbag/explorer
name = "explorer duffel bag"
desc = "A large duffel bag for holding extra exotic treasures."
icon_state = "duffel-explorer"
inhand_icon_state = "duffel-explorer"
/obj/item/storage/backpack/duffelbag/hydroponics
name = "hydroponic's duffel bag"
desc = "A large duffel bag for holding extra gardening tools."
icon_state = "duffel-hydroponics"
inhand_icon_state = "duffel-hydroponics"
/obj/item/storage/backpack/duffelbag/chemistry
name = "chemistry duffel bag"
desc = "A large duffel bag for holding extra chemical substances."
icon_state = "duffel-chemistry"
inhand_icon_state = "duffel-chemistry"
/obj/item/storage/backpack/duffelbag/genetics
name = "geneticist's duffel bag"
desc = "A large duffel bag for holding extra genetic mutations."
icon_state = "duffel-genetics"
inhand_icon_state = "duffel-genetics"
/obj/item/storage/backpack/duffelbag/science
name = "scientist's duffel bag"
desc = "A large duffel bag for holding extra scientific components."
icon_state = "duffel-science"
inhand_icon_state = "duffel-sci"
/obj/item/storage/backpack/duffelbag/virology
name = "virologist's duffel bag"
desc = "A large duffel bag for holding extra viral bottles."
icon_state = "duffel-virology"
inhand_icon_state = "duffel-virology"
/obj/item/storage/backpack/duffelbag/sec
name = "security duffel bag"
desc = "A large duffel bag for holding extra security supplies and ammunition."
icon_state = "duffel-security"
inhand_icon_state = "duffel-sec"
/obj/item/storage/backpack/duffelbag/sec/surgery
name = "surgical duffel bag"
desc = "A large duffel bag for holding extra supplies - this one has a material inlay with space for various sharp-looking tools."
/obj/item/storage/backpack/duffelbag/sec/surgery/PopulateContents()
new /obj/item/scalpel(src)
new /obj/item/hemostat(src)
new /obj/item/retractor(src)
new /obj/item/circular_saw(src)
new /obj/item/bonesetter(src)
new /obj/item/surgicaldrill(src)
new /obj/item/cautery(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/blood_filter(src)
/obj/item/storage/backpack/duffelbag/engineering
name = "industrial duffel bag"
desc = "A large duffel bag for holding extra tools and supplies."
icon_state = "duffel-engineering"
inhand_icon_state = "duffel-eng"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/drone
name = "drone duffel bag"
desc = "A large duffel bag for holding tools and hats."
icon_state = "duffel-drone"
inhand_icon_state = "duffel-drone"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/drone/PopulateContents()
new /obj/item/screwdriver(src)
new /obj/item/wrench(src)
new /obj/item/weldingtool(src)
new /obj/item/crowbar(src)
new /obj/item/stack/cable_coil(src)
new /obj/item/wirecutters(src)
new /obj/item/multitool(src)
/obj/item/storage/backpack/duffelbag/clown
name = "clown's duffel bag"
desc = "A large duffel bag for holding lots of funny gags!"
icon_state = "duffel-clown"
inhand_icon_state = "duffel-clown"
/obj/item/storage/backpack/duffelbag/clown/cream_pie/PopulateContents()
for(var/i in 1 to 10)
new /obj/item/food/pie/cream(src)
/obj/item/storage/backpack/fireproof
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/syndie
name = "suspicious looking duffel bag"
desc = "A large duffel bag for holding extra tactical supplies. It contains an oiled plastitanium zipper for maximum speed tactical zipping, and is better balanced on your back than an average duffelbag. Can hold two bulky items!"
icon_state = "duffel-syndie"
inhand_icon_state = "duffel-syndieammo"
storage_type = /datum/storage/duffel/syndicate
resistance_flags = FIRE_PROOF
// Less slowdown while unzipped. Still bulky, but it won't halve your movement speed in an active combat situation.
zip_slowdown = 0.3
// Faster unzipping. Utilizes the same noise as zipping up to fit the unzip duration.
unzip_duration = 0.5 SECONDS
unzip_sfx = 'sound/items/zip_up.ogg'
/obj/item/storage/backpack/duffelbag/syndie/hitman
desc = "A large duffel bag for holding extra things. There is a Nanotrasen logo on the back."
icon_state = "duffel-syndieammo"
inhand_icon_state = "duffel-syndieammo"
/obj/item/storage/backpack/duffelbag/syndie/hitman/PopulateContents()
new /obj/item/clothing/under/costume/buttondown/slacks/service(src)
new /obj/item/clothing/neck/tie/red/hitman(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/suit/toggle/lawyer/black(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/head/fedora(src)
/obj/item/storage/backpack/duffelbag/syndie/med
name = "medical duffel bag"
desc = "A large duffel bag for holding extra tactical medical supplies."
icon_state = "duffel-syndiemed"
inhand_icon_state = "duffel-syndiemed"
/obj/item/storage/backpack/duffelbag/syndie/surgery
name = "surgery duffel bag"
desc = "A suspicious looking duffel bag for holding surgery tools."
icon_state = "duffel-syndiemed"
inhand_icon_state = "duffel-syndiemed"
/obj/item/storage/backpack/duffelbag/syndie/surgery/PopulateContents()
new /obj/item/scalpel/advanced(src)
new /obj/item/retractor/advanced(src)
new /obj/item/cautery/advanced(src)
new /obj/item/surgical_drapes(src)
new /obj/item/reagent_containers/medigel/sterilizine(src)
new /obj/item/bonesetter(src)
new /obj/item/blood_filter(src)
new /obj/item/stack/medical/bone_gel(src)
new /obj/item/stack/sticky_tape/surgical(src)
new /obj/item/roller(src)
new /obj/item/clothing/suit/jacket/straight_jacket(src)
new /obj/item/clothing/mask/muzzle(src)
new /obj/item/mmi/syndie(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo
name = "ammunition duffel bag"
desc = "A large duffel bag for holding extra weapons ammunition and supplies."
icon_state = "duffel-syndieammo"
inhand_icon_state = "duffel-syndieammo"
/obj/item/storage/backpack/duffelbag/syndie/ammo/mech
desc = "A large duffel bag, packed to the brim with various exosuit ammo."
/obj/item/storage/backpack/duffelbag/syndie/ammo/mech/PopulateContents()
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/storage/belt/utility/syndicate(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo/mauler
desc = "A large duffel bag, packed to the brim with various exosuit ammo."
/obj/item/storage/backpack/duffelbag/syndie/ammo/mauler/PopulateContents()
new /obj/item/mecha_ammo/lmg(src)
new /obj/item/mecha_ammo/lmg(src)
new /obj/item/mecha_ammo/lmg(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/missiles_srm(src)
new /obj/item/mecha_ammo/missiles_srm(src)
new /obj/item/mecha_ammo/missiles_srm(src)
/obj/item/storage/backpack/duffelbag/syndie/med/medicalbundle
desc = "A large duffel bag containing a medical equipment, a Donksoft LMG, a big jumbo box of riot darts, and a magboot MODsuit module."
/obj/item/storage/backpack/duffelbag/syndie/med/medicalbundle/PopulateContents()
new /obj/item/mod/module/magboot(src)
new /obj/item/storage/medkit/tactical/premium(src)
new /obj/item/gun/ballistic/automatic/l6_saw/toy(src)
new /obj/item/ammo_box/foambox/riot(src)
/obj/item/storage/backpack/duffelbag/syndie/med/bioterrorbundle
desc = "A large duffel bag containing deadly chemicals, a handheld chem sprayer, Bioterror foam grenade, a Donksoft assault rifle, box of riot grade darts, a dart pistol, and a box of syringes."
/obj/item/storage/backpack/duffelbag/syndie/med/bioterrorbundle/PopulateContents()
new /obj/item/reagent_containers/spray/chemsprayer/bioterror(src)
new /obj/item/storage/box/syndie_kit/chemical(src)
new /obj/item/gun/syringe/syndicate(src)
new /obj/item/gun/ballistic/automatic/c20r/toy(src)
new /obj/item/storage/box/syringes(src)
new /obj/item/ammo_box/foambox/riot(src)
new /obj/item/grenade/chem_grenade/bioterrorfoam(src)
if(prob(5))
new /obj/item/food/pizza/pineapple(src)
/obj/item/storage/backpack/duffelbag/syndie/c4/PopulateContents()
for(var/i in 1 to 10)
new /obj/item/grenade/c4(src)
/obj/item/storage/backpack/duffelbag/syndie/x4/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/grenade/c4/x4(src)
/obj/item/storage/backpack/duffelbag/syndie/firestarter
desc = "A large duffel bag containing a New Russian pyro backpack sprayer, Elite MODsuit, a Stechkin APS pistol, minibomb, ammo, and other equipment."
/obj/item/storage/backpack/duffelbag/syndie/firestarter/PopulateContents()
new /obj/item/clothing/under/syndicate/soviet(src)
new /obj/item/mod/control/pre_equipped/elite/flamethrower(src)
new /obj/item/gun/ballistic/automatic/pistol/aps(src)
new /obj/item/ammo_box/magazine/m9mm_aps/fire(src)
new /obj/item/ammo_box/magazine/m9mm_aps/fire(src)
new /obj/item/reagent_containers/cup/glass/bottle/vodka/badminka(src)
new /obj/item/reagent_containers/hypospray/medipen/stimulants(src)
new /obj/item/grenade/syndieminibomb(src)
// For ClownOps.
/obj/item/storage/backpack/duffelbag/clown/syndie
storage_type = /datum/storage/duffel/syndicate
/obj/item/storage/backpack/duffelbag/clown/syndie/PopulateContents()
new /obj/item/modular_computer/pda/clown(src)
new /obj/item/clothing/under/rank/civilian/clown(src)
new /obj/item/clothing/shoes/clown_shoes(src)
new /obj/item/clothing/mask/gas/clown_hat(src)
new /obj/item/bikehorn(src)
new /obj/item/implanter/sad_trombone(src)
/obj/item/storage/backpack/henchmen
name = "wings"
desc = "Granted to the henchmen who deserve it. This probably doesn't include you."
icon_state = "henchmen"
inhand_icon_state = null
/obj/item/storage/backpack/duffelbag/cops
name = "police bag"
desc = "A large duffel bag for holding extra police gear."
/obj/item/storage/backpack/duffelbag/mining_conscript
name = "mining conscription kit"
desc = "A duffel bag containing everything a crewmember needs to support a shaft miner in the field."
icon_state = "duffel-explorer"
inhand_icon_state = "duffel-explorer"
/obj/item/storage/backpack/duffelbag/mining_conscript/PopulateContents()
new /obj/item/clothing/glasses/meson(src)
new /obj/item/t_scanner/adv_mining_scanner/lesser(src)
new /obj/item/storage/bag/ore(src)
new /obj/item/clothing/suit/hooded/explorer(src)
new /obj/item/encryptionkey/headset_mining(src)
new /obj/item/clothing/mask/gas/explorer(src)
new /obj/item/card/id/advanced/mining(src)
new /obj/item/gun/energy/recharge/kinetic_accelerator(src)
new /obj/item/knife/combat/survival(src)
new /obj/item/flashlight/seclite(src)