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8c2c72b0ed
## About The Pull Request Gives duffelbags their proper slot count They inherited this from backpacks, but I sorta just forgot about that [Creates "levels" of locked objects, uses that to make locked duffels work](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3) [c613c00](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3) Turns locked into something that holds defines, this makes life a lot easier. Requires a lot of boilerplate because of how many uses of these procs there are and all the passthrough and shit. Adds a few outfit subtypes to avoid this class of failure in future. Renames the args in a few but not all touched procs, one thing at a time Closes #76407 Closes #76430 Had the lock check in the wrong place Closes #76441 GOD I HATE TK SO MUCH Wrote half the pr without glasses so if it's weird gimme some grace yeah? ## Changelog 🆑 fix: Fixes some fuck with duffelbags, them not holding enough + issues with spawning gear in them (job shit and all) /🆑
62 lines
2.6 KiB
Plaintext
62 lines
2.6 KiB
Plaintext
/datum/round_event_control/wizard/cursed_items //fashion disasters
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name = "Cursed Items"
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weight = 3
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typepath = /datum/round_event/wizard/cursed_items
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max_occurrences = 3
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earliest_start = 0 MINUTES
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description = "Gives everyone a cursed item."
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//Note about adding items to this: Because of how NODROP_1 works if an item spawned to the hands can also be equiped to a slot
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//it will be able to be put into that slot from the hand, but then get stuck there. To avoid this make a new subtype of any
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//item you want to equip to the hand, and set its slots_flags = null. Only items equiped to hands need do this.
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/datum/round_event/wizard/cursed_items/start()
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var/item_set = pick("wizardmimic", "swords", "bigfatdoobie", "boxing", "voicemodulators", "catgirls2015")
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var/list/loadout[SLOTS_AMT]
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var/ruins_spaceworthiness
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var/ruins_wizard_loadout
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switch(item_set)
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if("wizardmimic")
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loadout[ITEM_SLOT_OCLOTHING] = /obj/item/clothing/suit/wizrobe
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loadout[ITEM_SLOT_FEET] = /obj/item/clothing/shoes/sandal/magic
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loadout[ITEM_SLOT_HEAD] = /obj/item/clothing/head/wizard
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ruins_spaceworthiness = 1
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if("swords")
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loadout[ITEM_SLOT_HANDS] = /obj/item/katana/cursed
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if("bigfatdoobie")
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loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/cigarette/rollie/trippy
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ruins_spaceworthiness = 1
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if("boxing")
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loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/luchador
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loadout[ITEM_SLOT_GLOVES] = /obj/item/clothing/gloves/boxing
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ruins_spaceworthiness = 1
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if("voicemodulators")
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loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/chameleon
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if("catgirls2015")
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loadout[ITEM_SLOT_HEAD] = /obj/item/clothing/head/costume/kitty
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ruins_spaceworthiness = 1
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ruins_wizard_loadout = 1
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for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
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if(ruins_spaceworthiness && !is_station_level(H.z) || isspaceturf(H.loc) || isplasmaman(H))
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continue //#savetheminers
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if(ruins_wizard_loadout && IS_WIZARD(H))
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continue
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if(item_set == "catgirls2015") //Wizard code means never having to say you're sorry
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H.gender = FEMALE
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for(var/i in 1 to loadout.len)
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if(loadout[i])
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var/obj/item/J = loadout[i]
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var/obj/item/I = new J //dumb but required because of byond throwing a fit anytime new gets too close to a list
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H.dropItemToGround(H.get_item_by_slot(i), TRUE)
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H.equip_to_slot_or_del(I, i, indirect_action = TRUE)
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ADD_TRAIT(I, TRAIT_NODROP, CURSED_ITEM_TRAIT(I))
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I.item_flags |= DROPDEL
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I.name = "cursed " + I.name
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for(var/mob/living/carbon/human/victim in GLOB.alive_mob_list)
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(0, holder = victim, location = victim.loc)
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smoke.start()
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