Files
Bubberstation/code/modules/events/wizard/curseditems.dm
T
LemonInTheDark 8c2c72b0ed Duiffel Spotfix (#76442)
## 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)
/🆑
2023-07-01 15:36:26 +01:00

62 lines
2.6 KiB
Plaintext

/datum/round_event_control/wizard/cursed_items //fashion disasters
name = "Cursed Items"
weight = 3
typepath = /datum/round_event/wizard/cursed_items
max_occurrences = 3
earliest_start = 0 MINUTES
description = "Gives everyone a cursed item."
//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
//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
//item you want to equip to the hand, and set its slots_flags = null. Only items equiped to hands need do this.
/datum/round_event/wizard/cursed_items/start()
var/item_set = pick("wizardmimic", "swords", "bigfatdoobie", "boxing", "voicemodulators", "catgirls2015")
var/list/loadout[SLOTS_AMT]
var/ruins_spaceworthiness
var/ruins_wizard_loadout
switch(item_set)
if("wizardmimic")
loadout[ITEM_SLOT_OCLOTHING] = /obj/item/clothing/suit/wizrobe
loadout[ITEM_SLOT_FEET] = /obj/item/clothing/shoes/sandal/magic
loadout[ITEM_SLOT_HEAD] = /obj/item/clothing/head/wizard
ruins_spaceworthiness = 1
if("swords")
loadout[ITEM_SLOT_HANDS] = /obj/item/katana/cursed
if("bigfatdoobie")
loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/cigarette/rollie/trippy
ruins_spaceworthiness = 1
if("boxing")
loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/luchador
loadout[ITEM_SLOT_GLOVES] = /obj/item/clothing/gloves/boxing
ruins_spaceworthiness = 1
if("voicemodulators")
loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/chameleon
if("catgirls2015")
loadout[ITEM_SLOT_HEAD] = /obj/item/clothing/head/costume/kitty
ruins_spaceworthiness = 1
ruins_wizard_loadout = 1
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(ruins_spaceworthiness && !is_station_level(H.z) || isspaceturf(H.loc) || isplasmaman(H))
continue //#savetheminers
if(ruins_wizard_loadout && IS_WIZARD(H))
continue
if(item_set == "catgirls2015") //Wizard code means never having to say you're sorry
H.gender = FEMALE
for(var/i in 1 to loadout.len)
if(loadout[i])
var/obj/item/J = loadout[i]
var/obj/item/I = new J //dumb but required because of byond throwing a fit anytime new gets too close to a list
H.dropItemToGround(H.get_item_by_slot(i), TRUE)
H.equip_to_slot_or_del(I, i, indirect_action = TRUE)
ADD_TRAIT(I, TRAIT_NODROP, CURSED_ITEM_TRAIT(I))
I.item_flags |= DROPDEL
I.name = "cursed " + I.name
for(var/mob/living/carbon/human/victim in GLOB.alive_mob_list)
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(0, holder = victim, location = victim.loc)
smoke.start()