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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request So yesterday I've spotted that we had wrong SLOTS_AMT value set, and went a bit down a rabbit hole and found how abhorrent our ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real inventory slots, but just "hints" at items being located in backpacks or belts, or instructions to put an item into a belt/backpack. This PR rewrites all usages of them as "hints", and adds an equip_to_storage proc used to equip an item into a storage positioned in a certain slot, so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now ``equip_to_storage(item, ITEM_SLOT_BACK)`` ## Why It's Good For The Game Its really stupid and we shouldn't have those as slot flags, ITEM_SLOT_HANDS at least makes sense but those two are just absurd. Should make equipping things into non-backpack storage a bit easier too, in case we end up going through with the idea of suit/uniform pockets being a major part of player inventory. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Refactored how backpack and belt contents are handled in mob inventory code, report any issues with lingering item effects or inability to equip things into them! /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
15 lines
721 B
Plaintext
15 lines
721 B
Plaintext
/datum/quirk/item_quirk/borg_ready
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name = "Cyborg Pre-screened dogtag"
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desc = "Get pre-approved for NT's experimental Cyborg program, with a dog tag that lets medical staff know."
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icon = FA_ICON_TAG
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value = 0
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gain_text = span_notice("You hear a distant echo of beeps and buzzes.")
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lose_text = span_danger("The distant beeping halts.")
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medical_record_text = "Patient is a registered brain donor for Robotics research."
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/datum/quirk/item_quirk/borg_ready/add_unique(client/client_source)
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if(is_banned_from(client_source.ckey, JOB_CYBORG))
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return FALSE
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var/obj/item/clothing/accessory/dogtag/borg_ready/borgtag = new(get_turf(quirk_holder))
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give_item_to_holder(borgtag, list(LOCATION_BACKPACK, LOCATION_HANDS))
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